Requiem
Transcription
Requiem
Requiem The Roleplaying Overhaul For TES V - Skyrim By Xarrian & Ogerboss Version 1.7.3 available on Skyrim Nexus Sheo gora th appr oves ! So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss. If you only know yourself, but not your opponent, you may win or may lose. If you know neither yourself nor your enemy, you will always endanger yourself. Sun-Tzu, ``The Art of War'' 2 Preface Requiem started as a personal project to turn Skyrim into more of a(n) (oldschool) roleplaying experience and has grown ever since. Originally started by Xarrian, this project was later joined by me, Ogerboss, and for a while we worked as small team on this project. Unfortunately, Xarrian retreated from the project in may 2013 because he has too many things to do in real life and so I continued the project alone. So what's this modification all about? Its changes affect about everything there is in the game - from overall gameplay changes, like a completely deleveled game world, to remade and rebalanced items, interface tweaks, aesthetic adjustments and much, much more. Requiem is not intended as a modification that makes the game an absolute hardcore experience (which seems to be a common misconception), though increasing the difficulty to a much higher degree (in comparison to the original game) is part of its goal to make the world feel more believable and immersive. Likewise, the project is not intended to be a modification that's suited for the average player - it's a personal project that's mainly meant to be shared with like-minded individuals who enjoy an immersive roleplaying experience. While a lot of our inspiration comes from older titles like previous Elder Scrolls titles (mainly Morrowind, Daggerfall and Arena), Gothic, Deus Ex, Baldur's Gate, Pool of Radiance: Ruins of Myth Drannor, Icewind Dale, Planescape: Torment and similar games, we do try to find a compromise between traditional roleplaying elements and more modern approaches, though the focus clearly lies on the former. We tried and still try to create something unique - something we do not do for the sake of popularity, fame or whatever, but for the joy that we find in working and altering an existing piece of art and constantly improving what we made (so far). But all of this would not have been possible without the help of our great community that has formed around the project and helped us in so many ways to make progress we did not even consider possible. We really appreciate your constant feedback , criticism, suggestions, bugreports, resources and comments! Another thing we want to mention, as many people wonder about it: The lack of modularity is intended. Using a single esp instead of several mutually independent esps has the major advantage that features can be much more intertwined than in a modular approach. But Requiem nevertheless features a high degree of customizability using the integrated MCM. A detailed account of all the available options can be found in this manual. If you only want some specific aspects of what Requiem does, it's likely that you'd rather want to use smaller mods with a less encompassing scale! 3 About this Document This manual is designed with digital use in mind and therefore features a high degree of cross-references. All document-internal links are highlighted like this, while external links into the internet are http: //skyrim.nexusmods.com. Emphasized names like Requiem - The Roleplaying OverhaulM1 are hyperlinked references to mods. Each of these links will bring you directly to the bibliography at the end of the document, a comprehensive list of all the mods cited in this document, including their (nexus) weblink. XarrianP1 on the other hand is a reference to a specific modder and will you redirect you to another section of the bibliography, where you find references to all his work included in Requiem and a link to his Nexus profile, where you can browse all the work made by this author. Please note that this manual is a work in progress and therefore incomplete. If the topic of your interest is not yet covered by this manual, please refer to the old plain text manual for the general idea or browse the changelogs if you need to know the specific details. Quickstart Guide This short guide is intended to help you setting up your Requiem installation quickly. Installing Requiem is straightforward, it just contains a single esp, almost all customization can be done later ingame. However, Requiem has a few dependencies you will have to install first to make sure that everything works correctly. Prerequisites and Installation To use Requiem, you will need the following dependencies: – The Elder Scrolls V - Skyrim version 1.9 older versions are NOT supported! – The Elder Scrolls V - Dawnguard DLC – Skyrim Script Extender (SKSE)M2 version 1.6.16 (or higher, once available) Furthermore, there is one optional dependency, which is highly recommenced: – SkyUIM3 version 4.1 (or higher, once available) 4 Using SkyUI allows you to access the Mod Configuration Menu, which you can use to adjust many features of Requiem to your personal liking. If you dislike the SkyUI interface, there is also SkyUIAwayM4 , which only adds the MCM. Once these dependencies are present, you can just install Requiem as any other mod, either using a mod organizing tool of your choice (Mod OrganizerM5 or Nexus Mod ManagerM6 ) or by hand. Move the Requiem.esp to the bottom of your loadorder* and then simply start a new game. The exception to this rule is Alternate Start - Live Another LifeM7 : If you use it with Requiem, load it after Requiem, otherwise you will not get past the main menu due to a mod conflict about the starting quest, which initializes he game. Using Requiem with an existing save is strongly discouraged, because this is a major overhaul with significant changes to the character progression. If you install a minor update (version x.y.z) on top of a major version (x.y), make sure to ``merge'' or ``add'' these two updates. This means first install the major version if not already present and then install the minor update on top if it, keeping all files from the major version and only overwriting those which are also contained in the minor update. If you instead ``replace'' the major version with the minor update you will have issues since the update does not contain all files. The most obvious indication for this are characters with invisible armors, for example Ulfric Stormcloak who normally wears the Dragon Knight ArmorM8 . First Steps Once you have started the new game, Requiem will wait for a suitable moment† to start up its scripts. This will be indicated by a popup-notifcation. A few seconds later, you should see a second popup note that the scripts have started successfully. If this is not the case, the scripts failed to start, which means that continuing will likely result in a broken game. Once the scripts are initialized, all Requiem features are active and you can begin your journey. But before you try escaping Helgen, know that Requiem grants you three perk points at the beginning. Spend them wisely, because perks matter much more in Requiem, without using the three perks you may find the beginning very harsh. * Otherwise you most likely provoke conflicts and overwrite parts of Requiem unknowingly with other mods. The BOSS-sorting order which places Requiem somewhere in the middle of your loadorder is not a good advice in this case. If you use Alternate Start - Live Another M7 Life , this happens once you leave the prison cell. In general it happens once you have changed your ``location'', usually it is sufficient to change for example from an exterior to an interior cell or vice versa. † If you do the normal start at Helgen, this happens upon entering the keep. 5 If you encounter any problems on your travels, have a look at the Frequently Asked Questions. Most beginners' questions should be covered by this list. Troubleshooting If you encounter any problems which are not covered by the FAQ (gameplay-related or technical), feel free to visit the Nexus presence of this mod and ask your questions in the comment section. Before you do so, make sure that all prerequisites are properly installed and Requiem is at the bottom of your loadorder. If you don't follow these guidelines, it is very unlikely that we can help you. If there are dozens of mods loaded after Requiem, which are most likely unknown (in the sense of ``never used myself'') to us, it is impossible to say which one causes the conflict. 6 Preface 3 Quickstart Guide 4 Prerequisites and Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . First Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I. Requiem in a Nutshell 11 1. What is Requiem about? 1.1. 1.2. 1.3. 1.4. 1.5. 1.6. 1.7. 1.8. 1.9. 1.10. The world's leveling system . . . . . . . . . . . . . Attributes, Skills and Perks . . . . . . . . . . . . Combat . . . . . . . . . . . . . . . . . . . . . . . Magic, Shouting, the Divines and Standing Stones . Exploration, Economy and Atmosphere . . . . . . Crafting . . . . . . . . . . . . . . . . . . . . . . Rogue's skills . . . . . . . . . . . . . . . . . . . . Equipment . . . . . . . . . . . . . . . . . . . . . Interface . . . . . . . . . . . . . . . . . . . . . . Bugfixes . . . . . . . . . . . . . . . . . . . . . . 2. Customizing Requiem 4 5 6 13 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 15 16 18 19 20 21 21 22 22 23 2.1. Recommenced INI-settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 2.2. Adjusting the difficulty settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 7 Contents 2.3. Font selection . . . . . . . . . . 2.4. Optionals . . . . . . . . . . . . 2.4.1. Combat . . . . . . . . 2.4.2. Magic . . . . . . . . . 2.4.3. Skills & Perks . . . . . 2.4.4. Atmosphere . . . . . . 2.4.5. Compability & Debug . 2.5. Alphabetical Option Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3. Frequently asked questions 3.1. 3.2. 3.3. 3.4. 3.5. 3.6. 3.7. 25 25 25 27 27 28 29 30 31 Questions related to Combat . . . . . . . . . . . Questions related to Magic . . . . . . . . . . . . Questions related to Skills and Perks . . . . . . . Questions related to Quests . . . . . . . . . . . . Questions related to Atmosphere . . . . . . . . . Questions related to Compability with other mods FAQ - Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 33 34 35 35 36 38 II. Player’s Handbook 39 4. Combat 41 4.1. Defense - Armors Types and Blocking . . . 4.1.1. Heavy Armor Perks . . . . . . . . 4.1.2. Evasion Perks . . . . . . . . . . . 4.1.3. Block Perks . . . . . . . . . . . . 4.2. Offense - Weapon Types and Special Attacks 4.2.1. Special attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5. Magic 5.1. Illusion . . . . . . . . . . . 5.1.1. Illusion Perks . . . 5.1.2. Illusion Spells . . . 5.2. Alphabetical Index of Spells 8 43 44 46 47 49 50 53 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 56 58 64 Contents 6. Game Mechanics 6.1. 6.2. 6.3. 6.4. 6.5. 6.6. Resistance versus illusion spells . . . . . . . . . . . . . . . . . . . . The derived attributes system . . . . . . . . . . . . . . . . . . . . . . The mass effect - how the weight of your equipment changes everything Thu'um mastery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stamina costs for normal attacks . . . . . . . . . . . . . . . . . . . . Knockdown attacks . . . . . . . . . . . . . . . . . . . . . . . . . . 65 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 67 69 70 71 72 III. Hall of Heroes 73 A. Credits 75 B. Compatibility with other mods 78 C. Referenced Mods and Tools 79 D. Nexus Profiles from referenced Modders 82 9 Part I Requiem in a Nutshell 11 What is Requiem about? 1. What is Requiem about? 1. What is Requiem about? Requiem is a major overhaul and as such it touches almost every part of the game. The changes are by far too many to list them all here, but this chapter will give you an overview of the general design concepts, more details on specific topics can be found in the following chapters. Please note that many of these changes can be adjusted to your personal preferences, as described in the chapter Customizing Requiem. 1.1. The world's leveling system In general, Requiem makes most aspects of the leveled world from Skyrim static and therefore independent of your level. You will find all enemies the game has to offer right from the start, if you visit the wrong areas, and you can find any equipment right from the start. In general, the following changes have been made to the leveling system: – All encounters are no longer leveled, the appearance of a given NPC or creature only depends on your current location and chance. – Some leveled lists have been altered in their general outcome to support the immersion, for example you will see more small than large mudcrabs and more wolves than bears. – Loot is no longer dependent on your level, but high quality items are of course much rarer. – Quests rewards are decoupled from your level. – Most locks are no longer leveled. – Trap damage is now independent of your level and therefore much higher than in Vanilla Skyrim, often even lethal. Apart from these changes to the leveled lists the NPCs and creatures themselves are subject to major changes. The different versions of enemies (e.g. "Bandit", "Bandit Marauder", "Bandit Thug" etc) now share the same name, but the different versions still exist. But in contrast to Vanilla Skyrim they will not replace the low-level versions but instead they will mix with them, giving you a variety of differently skilled opponents within one faction. If you find a particular specimen of a given faction much more difficult than his friends, then he is likely much more experienced than they are. The NPCs themselves no longer level with the player, since the previously discussed mixing of different variants offers a much better way to include some variance into the skills of faction members. In general, the different factions or creatures can be classified into three tiers, which are shown in Table 1.1. 14 1.2. Attributes, Skills and Perks low-level encounters skeevers, mudcrabs slaughterfish, horkers wolves, bears bandits forsworn (if still human) humanoid skeletons frostbite spiders (baby size) mid-level encounters soldiers and guards draugr witches/hagravens trolls icewraiths spiders mammoths fire atronachs frost atronachs high-level encounters giants vampires mages dragons falmer dwemer automatons werewolves dragonpriests most daedra elite soldiers Table 1.1.: A rough classification of the enemies you will encounter on your journey. Low-level enemies are in general manageable from the first level on if you use your brain. Mid-level encounters can in principle also be mastered from the first level on, but these will require a great deal of preparation at this point of the game. Finally, high level encounters are a one-way ticket to Oblivion, unless you come well prepared and experienced. If you are looking for a mod that delevels the world like described above, but are uncomfortable with all the other changes and additions from Requiem, you should instead check out Skyrim Scaling StopperM9 or Skyrim UnleashedM10 . 1.2. Attributes, Skills and Perks Requiem introduces some major changes to the perk and skill systems. In summary, the focus is shifted from skills to perks. While in Vanilla Skyrim having a high skill level was sufficient to excel in the profession, you will now need to invest perks into the skills you want to master. Furthermore, most perktrees are completely redone and now offer an all new experience. Besides these major changes, several other aspects of the skill system changed: – At the beginning of the game you will receive three perk points for free to choose a starting profession. – You will now only receive five attribute points per level (and no extra carry weight if you choose stamina). – A passive attribute system emulates the old TES-attributes in an immersive way. – Your Thu'um now behaves as a skill and will also progress the more you use it and learn new words. 15 1. What is Requiem about? – Many perks now have additional requirements, like almanacs with smithing knowledge or certain ingredients to brew a mutagen. – The base value of starting skills (excluding racial bonuses) has been reduced from 15 to 5. – Skill leveling rates, experience gain from books* and training sessions have been adjusted for a more immersive experience. – Armor skills will increase passively by exploring the world while wearing the respective type of armor. Clothing contributes to the Evasion skill. – The perk descriptions no longer show any precise numbers to increase the immersion and shift the focus from powergaming to roleplaying. – Many perks now grant dynamic bonuses, often depending on your skill level. The above mentioned attributes are a backport from the system used in Morrowind and Oblivion. However, instead of adding tedious extra menus to manage attributes like strength or endurance, we decided for a more intuitive approach. Requiem grants you passive bonuses, similar to those the attributes granted in earlier games, based on your three base attributes health, magicka and stamina. You can see your current bonuses at any time in a new MCM-menu (named ``Requiem - Skills Menu'') and find a detailed description of this attribute system in the appendix The derived attributes system. The Thu'um leveling is described in more detail in Thu'um mastery. 1.3. Combat Combat has been overhauled completely to yield a more deadly and tactical experience. Thinking about the tactics you want to employ is mandatory, a berserker assault will often lead to an untimely death. The most notable changes to combat are: – Your enemies are more skilled than before. If somebody wields a mace, you better expect some armor crushing blows from him. – The AI is in general more versatile, using special attacks and poisons more often than before. – Armor is mandatory to survive combat, unarmored humanoids are dispatched in a thrice. – Weapon damage has been increased significantly, especially archery, which is now deadly. A skilled archer can often take out an unarmored humanoid with a single shot. * You will receive a fixed amount of skill experience instead of an instant increment by one skillpoint. 16 1.3. Combat – Light and heavy armor now have more distinct characteristics. While light armor offers only limited protection, heavy armor absorbs great amounts of damage and offers incredible protection from arrows at the price of a reduced agility. Heavy armor also quickly exhausts all those who are not accustomed to it. – Blocking and/or dodging is now essential if you want to survive melee combat. – NPC archers now only have a limited supply of arrows/bolts. If you cannot think of any smarter tactic, you can simply try to dodge all their arrows and force them into melee. – The maximal resistances have been increased to 90%. But beware, many enemies have armor piercing or similar attacks so you might want to have a resistance higher than the capping value. – Archery damage now depends on the range and your skill level, furthermore the skill determines the maximal distance up to which you can score a sneak attack critical. – NPCs are now less prone to stagger (and some creatures are even immune) to prevent ``staggerlocking'' your enemy, while the player at the same time is staggered more often, every enemy hit can stagger you. This inconsistency is necessary due to the engine flaw that the player can still perform actions while being staggered, but NPCs cannot. – Being hit in combat now has side-effects beyond reducing your health: it will also drain magicka (from the concentration loss) and stamina and possibly stagger or disarm you. Most of these effects can be countered by several means. – Being exhausted or critically injured now has severe side effects like reduced speed or damage. – Bash attacks disarm archers or even break their weapons. – NPCs now yield in a more realistic way and will not attack you again five seconds later. – Most essential NPCs can now be killed by the player. – Many creatures now have unique traits and abilities which will require different tactics to overcome. – The difficulty bar in the option menu has no effect to prevent a too easy or too difficult setting to spoil your initial Requiem experience. If you find the game too difficult or easy, you can adjust it later in the MCM. – The duration of the deathcam is reduced to almost zero to prevent you from learning the position of the foe that killed you. 17 1. What is Requiem about? 1.4. Magic, Shouting, the Divines and Standing Stones The magic system has experienced a large variety of changes in Requiem. First of all, all schools offer lots of new spells and most existing spells have been altered to better fit the theme of the mod. As with everything in Requiem, the focus also here shifted from skill levels to perks, requiring you to invest perks into your favourite schools, if you really want to master them. Important changes are: – your skill level no longer reduces the casting costs of spells – with the right perks, your skill level will augment the power/duration of your spells – Casting spells now requires freedom of movement; armor, especially heavy armor, will increase the casting costs. Heavy armor can make most spells uncastable if you do not have the proper training as a battle mage. – Casting spells while being exhausted is also a very difficult task and doubles the casting costs. – In addition to the possibilities offered by Vanilla Skyrim, you can also learn new spells by acquiring new spellcasting perks. (You may choose freely from the spells of the respective spell tier and school, there is no pre-defined choice you have to accept.) The shouting system is in general the same as in the original game, but as for the spells, most shouts have been overhauled to be more impressive. Other important changes for the Thu'um are: – The speechcraft perktree now offers a second branch with perks that will empower your Thu'um. These perks are independent of your speech skill and will be unlocked by certain events of the main storyline. (Hints are given in the perk descriptions.) – The Thu'um is now much more difficult to master. At the beginning all shouts will have a 50% longer cooldown than usual, but you will gain experience in the usage of your Thu'um. The more you know about the Dragon language and the more often you use it, the easier it will become for you to shout. Worshipping the divines works similar to Vanilla Skyrim, but has some important differences: – The divines now also offer an empowered blessing for those in their favor. To obtain this blessing you usually have to solve the quest associated with their temple and/or fulfill some other conditions related to the domain of this god. – Your crime record will now determine if the divines will bless you or not, for murderers are not favored by the divines. Also, if you have stolen too many items or your lifetime bounty is too high, you will be denied the blessing of the divines. 18 1.5. Exploration, Economy and Atmosphere – The restoration perktree now offers the perk ``Painful Regrets'' which can be taken without prerequisites once your crime record passed the limits tolerated by the divines. At the expense of permanent debuffs this perk will increase the maximum number of crimes tolerated by the gods. However, it does not allow you to regain the favor of any god. The standing stones system is now divided into groups to find a compromise between the static birthsigns we had in Morrowind and the dynamic system used in Skyrim. When you first choose a standing stone, you will be restrained to its group afterwards and can only change to other signs within this group. The available groups are: – Warrior's group: The Warrior, The Lady, The Lord, The Steed – Mage's group: The Mage, The Apprentice, The Atronach, The Ritual – Thief's group: The Thief, The Lover, The Shadow, The Tower – Snake's group: The Snake Beside these subgroup restraints, most of the standing stone effects have be reworked to better suit the mod's theme. 1.5. Exploration, Economy and Atmosphere Requiem alters many regions and dungeons from the original game (like the Helgen Keep) to add a more immersive feeling, starting from hand placed items and background material to unique creatures. Other changes related to the atmosphere, trading and exploring the world are: – Horses are now much more useful: They are faster, have a higher endurance and have usable saddlebags (you can access them with the ``Search'' power). Furthermore, you can also use them for a charge attack to trample down your foes. – Animals have been tweaked for more variety in size and more inter-faction fights. In addition, you will no longer find strange loot like gold or gems when slaying an animal. – Fast travel is no longer possible, use a horse or the cart driver services. – Your passive stamina and magicka regeneration rates are approximately halved. Health does no longer regenerate at all, but regenerative abilities can be obtained by several means. – Running and swimming now consume stamina. – Diseases are now much more serious. – Ore mines and plants have their yield increased. 19 1. What is Requiem about? – The falling damage is now significantly higher and most trap triggers are invisible. – The respawn times have been increased to prevent fast re-occupation of cleared cells. Random dragon spawns are also less frequent. – The storage chests of most merchants are now accessible and can be looted by highly skilled thieves. – Merchants now will rip you off if you have no clue about bartering. – The stock of different merchants now varies more, depending on their region and importance. – Dubious merchandise (like Skooma) is no longer sold or bought by honest merchants. – The default timescale is now 10, this means one real-time minute equals ten minutes game-time. – A few lore friendly easter eggs are placed across Skyrim. Another feature which you might find useful on your explorations is the lock bashing. Requiem offers you the possibility to break locks up to adept level on wooden crates and doors. To break a lock by force simply attack the locked object, if your health and stamina exceed a threshold determined by the locklevel, you will open the chest.* 1.6. Crafting Crafting has be overhauled such that it no longer provides loopholes to craft totally overpowered items. To achieve this, the fortify enchantment/ smithing/ alchemy effects have been removed from ingredients and you can only buy some potions with these effects.Further changes are: – Without the basic perks (or a racial background) you cannot craft anything useful. – Many enchantments have been revised and new ones have been added. – Recharging your magical weapons with filled soulgems now requires the second rank of the basic enchantment perk or a scroll which you can obtain from most court wizards. – Smithing perks are no longer auto-didactic perks, to master a new material you will have to acquire a suitable handbook first. – Acquiring enchanting perks now unlocks the power to imbue battlestaffs with your spells to create your own staffs. – Some gems can be grinded into alchemical dust with the appropriate smithing knowledge. – Skilled alchemists can also craft special powder bags, which behave similar to poisons but are not affected by poison resistance. – Each character can buy the Healing Poultice recipe from an alchemist co craft this item at a tanning rack. It serves as a long lasting health regeneration boost while out of combat. * Please note that the HUD does not update the displayed lock-status until you refocus on the object in question. 20 1.7. Rogue's skills 1.7. Rogue's skills Also the rogue's skills are affected by Requiem's changes. As with all other skills you will now need at least one invested perk to put these skills to any use (unless you have a racial affinity). Pickpocket and Lockpicking are impossible without their basic perks and Sneaking suffers from severe penalties which will make you an easy target. – Sneaking parameters are tweaked: Sneaking is overall more difficult, the AI is more alert and will search longer for you once they become suspicious. – Heavy armor severely penalizes rogue activities and makes them almost impossible. – A sneak attack against a sleeping target will usually do beyond fatal damage. – Many new locks have been added to the world. 1.8. Equipment Requiem adds a lot of new equipment to the world (new models and textures are courtesy from other modders who allowed us to use their fantastic material), a few examples being: sabres and katanas, explosive arrows, new hunting loot (e.g. hearts) and food, new books for your library, artefacts like the bag of holding and teleportation scrolls. But also existing equipment has been altered in several ways: – Most artefacts have been reworked to actually match the power attributed to them in the lore. – Several items are now cursed, with consequences ranging from attribute penalties to almost instant death. Some curses can be broken by certain conditions. – Potion effects no longer stack and most ingredients have their effects altered. – Gold now has a weight of 0.01 per coin (never depicted in the item card of Vanilla interface) – Arrows and Bolts now also have a weight (never depicted in the item card due to engine limitations). – Light ammo (forsworn, elven, glass) weighs 0.1 units each. – Medium ammo (iron, silver, steel, draugr, nord hero, ammo from other mods) weighs 0.2 units each. – Heavy ammo (orcish, dwarven) weighs 0.3 units each. – Very heavy ammo (ebony, daedric) weighs 0.5 units each. – Raw food will damage your stamina and magicka unless you have a race with the Strong Stomach feat. Cooked food on the other hand will restore your magicka and stamina, if consumed out of combat. 21 1. What is Requiem about? – Many misc items have been altered in price and weight with the general scheme that activities like hunting or stealing precious items now pays off more than before. 1.9. Interface Most noteworthy in this category is the custom font shipped with this mod which better fits the mod's theme. Further changes to the interface are: – A new MCM shows your secondary attributes like resistances and regeneration rates. – Another MCM allows you to configure many aspects of Requiem to your personal preferences. – Notifications have been changed to first-person texts. – Quicksave/load messages are no longer shown. – The loading screen hints no longer contain meta-knowledge like how to interpret your HUD. 1.10. Bugfixes Besides all the new features listed above, Requiem also alleviates a few shortcomings of the original game: – Stealing somebody's pants while he wears them is simply no longer possible… – You can no longer abuse restoration to empower your enchanted gear* . – Many keyword associations have been fixed. – Conjuration spells and diseases no longer will be absorbed by your own magic absorption. – Circlets and masks are now compatible with hooded robes. – The random vampire raids from Dawnguard were disabled because it does not make sense for the vampires to slaughter their food source. Please note that these bugfixes are no replacement for the Unofficial Skyrim PatchM11 and its DLC variants. * Please note that this is currently achieved by removing the ``fortify power mod'' effects from the game, if another mod introduces these effects again, you can still end up with this issue. 22 Customizing Requiem 2. Customizing Requiem 2. Customizing Requiem Requiem offers a lot of different features, which may or may not be to everyone's liking. Instead of splitting Requiem into a set of modules, we have decided to develop the mod as a single module. This design approach allows us to intertwine the individual components much more than we could in a modular approach. To maintain a measure of customization nevertheless, we decided to implement switches for disabling or adjusting many of those features. In general, we have two kinds of switches: Most options can be accessed from the Mod Configuration Menu* (MCM) integrated into SkyUIM3 M4 delivered together with this mod. A few specialized options however were not suited for the transfer to the MCM based approach and therefore remain as additional esps, which have to be loaded after the main file. In this chapter, we will first go through some special options and then discuss the bulk of the available options in detail, ordered by categories. In addition, this chapter also features an index of all available options. 2.1. Recommenced INI-settings For immersive reasons, we recommend that you alter a few entries in your Skyrim.ini (normally† located in C:\Users\[Username]\Documents\My Games\Skyrim by default). If the following entries are already present, modify their values to those given below, otherwise add these lines at the end of the file. bShowCompass = 0 bShowFloatingQuestMarkers = 0 bShowQuestMarkers = 0 These settings disable the compass (since there is currently no way to only disable the location markers), the floating questmarkers displayed ingame and the quest markers on the map. Because the Vanilla quest objectives are rather useless without their fleeting markers, we strongly encourage you to use the mod Even Better Quest ObjectivesM12 in conjunction with these settings. * As of version 1.7 the old optional files are no longer supported, except the few still present in the download. Do not use the old optional esps together with the new version, there will be conflicts. you use the Mod OrganizerM5 , please note that this tool has an individual ini for each profile and you have to use the integrated ini-editor to edit the correct file. † If 24 2.2. Adjusting the difficulty settings 2.2. Adjusting the difficulty settings By default, all difficulty settings have the same scaling for damage taken/dealt by the player. This feature is intended to prevent your Requiem experience from being spoiled by a too low or high difficulty setting from previous Skyrim sessions. If you consider the game too difficult or too easy with our default settings, you can adjust the damage by using the MCM options Difficulty - Damage dealt and Difficulty - Damage taken. Furthermore, you can also combine these settings with Weapon Damage Factor to finetune the ratio between magic and might damage to your liking. 2.3. Font selection By default, Requiem uses a variant of Smaller Kingthings Petrock fontsM13 . If you dislike this font, or have issues with accents and umlauts, you can disable it by removing the following files from your Skyrim installation: Data\Interface\fontconfig.txt Data\Interface\fonts_en2.swf 2.4. Optionals This comprehensive overview describes all options in Requiem and how they can be activated, categorized by gameplay components. If you are looking for a specific feature, check the alphabetical index instead. 2.4.1. Combat – Animal poisons do not paralyse: If this option is active, animal poisons will no longer have a paralysing effect. – Archery projectile spread: This value determines how accurate enemy archers will aim. The higher the spread, the lower their average precision will be. This does not affect the accuracy of spellcasters. – Armor changeable in combat: By default, Requiem does not allow you to change your equipped armor (except shields) during combat. With this option, you can disable this restriction. 25 2. Customizing Requiem – Arrow Weight Factor: This factor scales the weight of arrows and bolts, the default weights are: 0.1 for light arrows (elven and glass), 0.2 for standard arrows (anything not listed elsewhere), 0.3 for heavy arrows (orcish and dwemer) and 0.5 for massive arrows (ebony, daedric and dragonbone). – Better Archery: If this setting is enabled, the range penalties for archery will be significantly reduced. – Death Reload delay: This setting determines how much time passes between your death and the forced reload of the latest save. Setting it to zero disables the death cam completely and instead opens a prompt to reload the last save or return to the main menu. – Difficulty - Damage dealt: This setting determines how much damage you deal with your attacks, use this instead of the main menu's difficulty bar to adjust the combat difficulty to your liking. [Disabling the difficulty bar is merely a safety precaution to prevent new players from experiencing a too easy or hard Requiem.] – Difficulty - Damage taken: This setting determines how much damage you take from attacks, use this instead of the main menu's difficulty bar to adjust the combat difficulty to your liking. [Disabling the difficulty bar is merely a safety precaution to prevent new players from experiencing a too easy or hard Requiem.] – Dragons cause no fear: Dragons have an aura of fear, which makes most NPCs flee in panic, excluding city guards and your followers. This option can be used to disable this aura. – Essential Actors invincible: This option restores the death-protection from the essential flag for actors. [Note that a few actors are immune to the killing effect anyway, since Skyrim has two different mechanims for being essential, of which only one can be easily circumvented.] – Exhaustion causes no Slowdown: You will no longer suffer from a significantly reduced movement speed when your health or stamina are low. – Exhaustion does not disarm: Usually, each enemy attack has a chance to disarm you, if you are out of stamina. With this option you can disable this feature. – Fearless and steadfast enemies: Requiem features a Fear&Yield system, to deliver a more realistic approach to the yielding from Vanilla Skyrim. This option can be used to disable this feature. – Heavy Armor drains no stamina: Disables the stamina drain for wearing heavy armor without training and the sprinting penalty. – Horse Trample disabled: This option disabled the trample effect from charging horses. – Maximal Resistances: This value defines the maximal resistance of any kind you can acquire. A higher resistance value has no effect, unless your opponent has a resistance-reducing attack. 26 2.4. Optionals – Unbreakable Bows: If enabled, low quality wooden bows and crossbows will no longer break when you are hit in melee or by a spell. – Weapon Damage Factor: This is the global factor for the weapon damage. 2.4.2. Magic – Casting unhindered by armor: This option negates all penalties on your spell casting costs for wearing armor. – Enchantment charging untrained: This option reverts the recharging of magical weapons to the vanilla functionality, e.g. you will no longer require the second rank of the basic enchantment perk or a scroll from a court wizard to recharge your equipment with filled soulgems. – Enchantment Effectiveness: This optional can be used to reduce the effectiveness of all enchantments used by the player. – Potion Effectiveness: This optional can be used to reduce the effectiveness of all potions for the player, including poisons used by the player. 2.4.3. Skills & Perks – Attribute points per Level: This value determines how many points of magicka, health or stamina you acquire when reaching a new level. – Carry Weight modificator: This value is added (or subtracted) from your total carryweight. – Crossbow Bolts craftable: If enabled you do not require the knowledge from the Dawnguard to craft crossbow bolts at the forge. – CW bonus per Stamina increment: This option controls how many points of extra carry weight you obtain upon increasing your stamina when leveling up. – Followers are pack mules: This setting will grant 100 extra carry weight to all followers. [This does not affect mod-added followers in the present implementation.] – Jump Height Factor: This factor determines how high your character can jump. – Locks pickable without perks: If this option is enabled, lockpicking no longer requires you to have the related perk to open a lock of the given difficulty. – Pickpocketing without perks: This option allows you to pick pockets without any prerequisites. Normally, you need at least the basic perk to have any chances at all. 27 2. Customizing Requiem – Racial Skillrates disabled: If this option is enabled, your character will not benefit from any racial skill rate boni. – Recycling is not allowed: While active, this options hides all crafting options which convert equipment and clutter items back into ingots. – Shouting Experience disabled: With this option, the experience system for shouts can be disabled. By default, Requiem grants you passive boni for your shouts, depending on how often you used them. – Skillrate Factor: This options adjusts your experience gained for using any of your skills by the given factor. – Smithing books non-mandatory: If this option is active, you can choose smithing perks without having the corresponding crafting manual in your inventory. – Training units per level: This setting determines how many training lessons you may take between two levelups. 2.4.4. Atmosphere – Cell respawn time: This defines the time which is required to pass before a cell will respawn. Keep in mind that entering the cell resets the timer. – Cleared cell respawn time: This defines the time which is required to pass before a cell marked as cleared will respawn. Keep in mind that entering the cell resets the timer. – Dragon random spawn interval: This setting determines the minimal time that needs to pass between two consecutive random dragon spawns. – Fast Travel Allowed: If this setting is enabled, you can use the fast travel mechanism, which is usually disabled by Requiem. – Gold coin weight: The weight each gold coin has. – Heartbeat threshold: This threshold defines when the heartbeat sound begins to notify you about your wounds. If you do not want the heartbeat at all, set the value to 0%. – Meridia does not hate Vampires: If this option is enabled, Meridias wrath will not burn vampires to a cinder, who dare to touch her beacon or Dawnbreaker. – Poisons without visual effects: This option disables the image space modifiers for poison and disease effects. – Running causes no Exhaustion: You will no longer become exhausted while running and your magicka also regenerates normally. – Slower Horses: This option decreases the speed of all horses by about 25%. 28 2.4. Optionals – Timescale: This value determines the ratio between real-time and game-time. By default, one real-time minute corresponds to 10 ingame minutes in Requiem. – Vampires raid randomly: If this option is enabled, vampires will start random raids on villages and towns again, as they did in the original Dawnguard questline. 2.4.5. Compability & Debug – Armor Training Debug Mode: If you suspect that the granted armor experience for wandering around is calculated incorrectly, you can activate this debug mode to see which pieces of equipment contribute. – Attack Speed Dummy deactivated: Requiem uses an 'Attack Speed Dummy' to allow for stacking attack speed buffs. If a second mod does the same, you can use this option to disable the one from Requiem to prevent superfast attacks. – Impact Effects Debug Mode: If you encounter impact effects (magicka/stamina drain, stagger, breaking bows, disarm) when they should not be there you can use this debug mode to trace back the source of the impact. Beware of concentration spells, they generate a lot of impact events and therefore message boxes in a short time. 29 2. Customizing Requiem 2.5. Alphabetical Option Index Animal poisons do not paralyse Archery projectile spread Armor Training Debug Mode Armor changeable in combat Arrow Weight Factor Attack Speed Dummy deactivated Attribute points per Level Better Archery CW bonus per Stamina increment Carry Weight modificator Casting unhindered by armor Cell respawn time Cleared cell respawn time Crossbow Bolts craftable Death Reload delay Difficulty - Damage dealt Difficulty - Damage taken Dragon random spawn interval Dragons cause no fear Enchantment Effectiveness Enchantment charging untrained Essential Actors invincible Exhaustion causes no Slowdown Exhaustion does not disarm Fast Travel Allowed Fearless and steadfast enemies Followers are pack mules Gold coin weight Heartbeat threshold Heavy Armor drains no stamina 30 Horse Trample disabled Impact Effects Debug Mode Jump Height Factor Locks pickable without perks Maximal Resistances Meridia does not hate Vampires Pickpocketing without perks Poisons without visual effects Potion Effectiveness Racial Skillrates disabled Recycling is not allowed Running causes no Exhaustion Shouting Experience disabled Skillrate Factor Slower Horses Smithing books non-mandatory Timescale Training units per level Unbreakable Bows Vampires raid randomly Weapon Damage Factor Frequently Asked Questions 3. Frequently asked questions 3. Frequently asked questions This section of the manual covers questions asked repeatedly on the Nexus. They are ordered by category and then by keywords (highlighted in boldface). In addition, there is an index of all questions at the end of the chapter. If you find this sorting insufficient, feel free to use the search function of your PDF-viewer (in general Control+F) or share useful improvement suggestions on the Nexus. Questions posted on the Nexus which you could answer yourself by reading this section, I am not very likely to answer. Answering them over and over again is a waste of time, time I can put to better use by implementing new features. So do yourself a favor and read this FAQ, in the end it will be much faster than writing a post on the nexus and waiting until somebody cares to answer an ever repeating question. If your question is not covered by this section, you are of course welcome to post it on the Nexus. 3.1. Questions related to Combat – Why are my arrows useless against undead? Undeads have no vital organs you could pierce with an arrow. Therefore, these creatures reanimated by dark magic have a very high resistance against normal arrows. The only way to harm them with arrows are silvered ones or elemental arrows. – Do you know that your balance is insane? I am fresh out of Helgen and bandits kill me with one power attack from their battleaxes. The world is no longer leveled. Therefore you can encounter high level enemies (or packs of lower level enemies) at any time if you travel in the wrong areas. Choose your battles wisely and keep in mind that you no longer start as the overpowered Dragonborn. (Or as alexels would state it: Welcome to Requiem, a.k.a. "Harden up, princess") – Why does my bow vanish when I am hit in melee or by a spell? Flimsy wooden bows are not very robust, do not expect them to withstand the strike of a mace or fireball. Higher material bows do not suffer from this problem. – Why did I just drop my weapon in the midst of combat? If you are out of stamina, each enemy attack has a certain chance to disarm you. – After my first fights, I am half dead and have no means of healing. How do I heal without natural regeneration and no money for a healing potion? You can make some coin by working as a lumberjack for people like Hod in Riverwood or Hulda from 32 3.2. Questions related to Magic – – – – the Bannered Mare Inn in Whiterun. Another possibility in other locations is working at the local mine and selling your yield to the mine's foreman. For some enemies, like raised undead and vampires, the healthbar does not change after an attack. What am I doing wrong? Nothing, this is the consequence of an engine limitation. The healthbar you see only reflects the base health of the NPC. Therefore, if he has an fortify health effect, you first have to deal sufficient damage to negate this effect before you see any changes in the healthbar. Alternatively, es have a fortify health bonus and a high arrow resistance; if you attack them with non-silvered arrows, you will find them almost invincible. Why does my magicka reduce with each hit? Being hit makes you loose your mental focus, therefore you suffer from this penalty for each hit. There are several ways to counter this effect: you can acquire the Focused Mind perk from the restoration school or get an enchanted item with the "Spellpower (Rank II)" enchantment. Another way is the use of spells which protect you against impact effect, currently the only option is the sophisticaed Illusion spell "Shadow Shield" when empowered. How can I kill regenerating enemies like trolls or spriggans? Read the "Bestiary of Skyrim", this book will give you a lot useful hints how to fight against various creatures. Why does my stamina reduce with each hit? This is the physical counterpart to the magicka drain on hit. You can prevent the stamina damage by blocking the incoming attack , but this will cost you some stamina for the time you maintain the block and for the deflected damage too. So this will likely not reduce your stamina expenses significantly, but you will probably live much longer with blocking! Furthermore, the second rank of the basic blocking perk grants you a small adrenaline rush for each successful block , immediately restoring some stamina points. This effect can also be blocked by spells protecting against impact effects. 3.2. Questions related to Magic – How can I cancel sustained spells (Blur, Invisibility, ...) before I am out of magicka? Normal sustained spells can be released by simply recasting them for free and without creating any noise. Hiding spells are a special case and dispelled by using the voice-type lesser power "Break 33 3. Frequently asked questions Hiding". The special treatment of hiding spells has the advantage that you do not need to wield a spell for the dispel, decreasing your chances to be detected. – Why does every spell cost a ridiculous amount of magicka? Most likely you are wearing a set of heavy armor and are not trained in the ways of the battle mage. Your worn equipment influences your casting casts (and other abilities) and without the heavy armor perks for the respective spell tiers this likely results in uncastable spells. – Why does recharging my enchanted weapon have no effect? Enchanting is a fine craft and not for everyone. To recharge your weapons with soulgems you need the second rank of the basic perk. As an alternative you can also buy scrolls from the court wizards which grant you this power temporarily. 3.3. Questions related to Skills and Perks – Why are the illusion perks for spell mastery unavailable despite having the required skill? As indicated by the description of these perks, you need to become proficient with the mentioned spells first. In practice this means that you must know at least one of these spells. – Is it intended that lockpicks always break, even in the opening spot? Lockpicking is a complex art that not every brutish warrior understands. To have any chances at all, you will need the basic lockpicking perk. If you do not want to invest into lockpicking you can also simply bash the locks from wooden objects (up to adept locks) by attacking the object. If you are strong enough (depends on health and stamina), the lock will break , altough this is not immediately displayed, since the context-sensitive text under the crosshair only updates if you change the focus. – Why are the mutation perks (alchemy) unselectable despite having the required skill? To acquire one of these perks, you need to have the indicated ingredient(s) in your inventory. Since conservation of matter usually holds in Nirn, crafting a mutagen out of nothing is a non-trivial task. – I cannot acquire smithing perk XYZ, despite I have the required skill, what am I doing wrong? Most smithing perks require you to have a crafting manual in your inventory. "The Craftman's Manual" required for the basic perk is for sale at every blacksmith. Higher rank books may sometimes be found for sale or can be found on your travels. 34 3.4. Questions related to Quests – My stamina drains while standing still, why does this happen? This happens if you wear heavy armor without having at least some basic training. Take the first heavy armor perk and you no longer suffer from this. 3.4. Questions related to Quests – When I try to start the Dawnguard questline, I am attacked by the Dawnguard for no reason? The Dawnguard is no longer a bunch of idiots who can be fooled by their archnemesis. To start the Dawnguard questline, you therefore have to cure your vampirism first. An alternative start of the questline is not available at this time, but might be added in the future. – Since this mod has no Dragonborn support, what can I do if I want to play the DLC anyway? You should install the Unofficial Requiem - DragonbornM34 patch, made by azirokP21 , before you visit Solstheim. 3.5. Questions related to Atmosphere – How do I access the inventory of my horse or undead thrall? Target the actor in question and use the lesser power "Search". This power can also be used to confiscate items from humaniods who have yielded to you. – Why do I die instantly when becoming a vampire? There are several possible reasons: first of all, there is the damage health effect from the infection, which varies in strength depending on how you got infected. Then there also is the sun damage and Meridia. The Lady of Infinite Energies despises undead, so do not even think about touching her beacon or Dawnbreaker. – Why do the divines refuse to bless me? Either you have committed too many crimes in your life and will not be blessed from any god any more, or a specific action of yours has upset the deity in question. For example Talos will no longer bless you when you joined the imperial army. If you committed too many crimes, you can consider acquiring the perk "Painful Regrets" (restoration tree, becomes available once you passed the crime limits) to increase the limits of crimes tolerated by the gods. However, the price is high: You will no longer recieve any special blessing effects by pleasing a god and you will suffer permanent debuffs. 35 3. Frequently asked questions And if a particular god is upset about your past actions, even this repention will not help you to regain his favor. For a more complete review of this topic, consider the changelog. This aspect of Requiem will likely be reworked soon and released as a minor update for version 1.7. – What is going wrong when the healing poultice has no effect? Everything is working correctly, the healing mush provides you with a slow regeneration in the form of a 50% boost on your healrate. This will regenerate your health slowly but steadily over time. You can either use it as a background regeneration on your travels or take one before resting to heal your wounds during sleeping. – Why does my health not regenerate? This is an inherent feature of Requiem. If you want to restore your health regeneration, you need a fortify heal rate effect ("Health regenerates X% faster"). However, be aware that health regeneration itself is strongly reduced, even if you have such an effect. – Why does running drain my stamina? This is an inherent feature of Requiem, in analogy to Morrowind. – How I can prevent that running reduces the magicka regeneration? You have two options: Either you acquire the "Focused Mind" perk from the restoration school or you acquire a permanent fortify magic effect, either from an enchanted item or from the mage stone. 3.6. Questions related to Compability with other mods – Why am I stuck forever with a blank screen when I start a new game? This is most likely a mod conflict between Requiem and Alternate Start - Live Another LifeM7 (or any other mod changing the first mainquest), which you can easily solve by loading this mod after Requiem, as advised in the Quickstart guide. – Whenever I hover over a Requiem book in my inventory the game crashes, what am I doing wrong? This is a clear indicator for missing Requiem textures and meshes. Most likely you have installed a minor update without following the instructions given in the quickstart guide. 36 3.6. Questions related to Compability with other mods – What goes wrong if I have BOSSed my loadorder but Requiem still behaves strange? It most likely is a mod conflict, because BOSS is not perfect. In fact, BOSS places Requiem in the middle of your load-order and therefore causes other mods to overwrite parts of Requiem. Place Requiem at the end of your loadorder and see if the problem persists. – Are weapon/armor mods compatible with Requiem or will they be imbalanced? If the armor/weapon is balanced in Vanilla Skyrim, its statistics will be balanced in Requiem as well, because we mainly use scaling techniques instead of adjusting the statistics for all items by hand. 37 3. Frequently asked questions 3.7. FAQ - Index What goes wrong if I have BOSSed my loadorder but Requiem still behaves strange? When I try to start the Dawnguard questline, I am attacked by the Dawnguard for no reason? Since this mod has no Dragonborn support, what can I do if I want to play the DLC anyway? How do I access the inventory of my horse or undead thrall? Why are my arrows useless against undead? Do you know that your balance is insane? I am fresh out of Helgen and bandits kill me with one power attack from their battleaxes. Why am I stuck forever with a blank screen when I start a new game? Whenever I hover over a Requiem book in my inventory the game crashes, what am I doing wrong? Why does my bow vanish when I am hit in melee or by a spell? How can I cancel sustained spells (Blur, Invisibility, ...) before I am out of magicka? Why do I die instantly when becoming a vampire? Why do the divines refuse to bless me? Why did I just drop my weapon in the midst of combat? Why does every spell cost a ridiculous amount of magicka? After my first fights, I am half dead and have no means of healing. How do I heal without natural regeneration and no money for a healing potion? What is going wrong when the healing poultice has no effect? Why does my health not regenerate? 38 For some enemies, like raised undead and vampires, the healthbar does not change after an attack. What am I doing wrong? Why are the illusion perks for spell mastery unavailable despite having the required skill? Is it intended that lockpicks always break, even in the opening spot? Why are the mutation perks (alchemy) unselectable despite having the required skill? Why does recharging my enchanted weapon have no effect? Why does my magicka reduce with each hit? How can I kill regenerating enemies like trolls or spriggans? Why does running drain my stamina? How I can prevent that running reduces the magicka regeneration? I cannot acquire smithing perk XYZ, despite I have the required skill, what am I doing wrong? My stamina drains while standing still, why does this happen? Why does my stamina reduce with each hit? Are weapon/armor mods compatible with Requiem or will they be imbalanced? Part II Player's Handbook 39 Combat 4. Combat 4. Combat Combat is much more deadly in Requiem than before. If you want to survive, you will need to use every tactic at your disposal to gain the upper hand in a fight. No longer can you take several blows from a warhammer without flinching, even a single sweep from a battleaxe or a well-aimed arrow are often deadly for those foolish enough to engage their enemies without any protection. But with the right strategy… The major changes to combat compared to Vanilla Skyrim are: – combat is much more lethal – armor is mandatory to survive direct fights – blocking is now essential to survive combat – normal attacks now cost stamina – normal bash attacks no longer stagger your enemy but still interrupt power attacks – new special attacks like a bull rush or a mounted charge to trample down your foes – different weapon types now have their unique weaknesses and strengths – wooden (cross)bows now will break when hit in melee or by a spell – being out of stamina leads to severe penalties – each hit you take now has side-effects (called ``impact effects'') – when enemies yield, they actually do so, instead of backstabbing you five seconds later While you are out of stamina, your blocking efficiency is dramatically reduced, you move slower and you can easily be disarmed by enemy attacks. So think twice before you charge head-on into battle and waste all your stamina to bring down the first foe in an instant with a charge attack… Each time you suffer a hit, your concentration is broken, resulting in a magicka and stamina loss. Furthermore, you can also be staggered. The secondary damage and stagger change depend on the type of enemy attack and range from 10 points per one-handed attack to 35 for a two-handed power-attack. The stamina damage can be negated by successfully blocking the attack and the magicka damage can be negated by having a fortify magicka enchantment or the Focused Mind perk from the restoration school. The stagger chance is related to your armor rating, the higher it is, the less likely you will be staggered and a successful block helps as well. This chapter will give you a short overview of the things you should know regarding your equipment and then covers special attacks and combat related skills in detail, including a detailed list of the available Special attacks. 42 4.1. Defense - Armors Types and Blocking 4.1. Defense - Armors Types and Blocking Armor, be it light or heavy, plays a key role in surviving combat. All armors now grant significantly higher armor ratings than in vanilla Skyrim. Especially heavy armor grants a lot of protection, allowing you to often shrug off several melee attacks and is almost impenetrable for standard arrows, despite Requiem's high weapon damage. The key difference between light and heavy armor are their offered protection and encumbrance. While light armor offers only limited protection, it can be worn with relative ease. The massive protection bonuses from heavy armor on the other hand come with the price of a high encumbrance. Apart from having a much higher weight, heavy armor also requires a lot of training. Do not even think about wearing it without some basic training, you will be exhausted very soon just by standing around. Besides the fact that most basic heavy armor perks just negate penalties while light armor perks grant benefits right from the start, there is also the matter of the armor weight. Armor weight no longer only eats up a part of your carry weight, it also actively affects your combat performance. The more weight your worn equipment* has, the more difficult it will become to knock you to the ground, while your own knockdown attacks are more likely to succeed. However, being as massively armored tank also has some disadvantages: – your movement speed reduces proportionally to your armor weight and you make more noises, making sneaking more and more difficult – your spell casting costs increase with the weight of your armor, especially for heavy ones the consequences can be dramatic for the apprentice mage† – your falling damage increases with the weight of your armor – the stamina costs for normal attacks also increase with the weight of your armor – executing power attacks in heavy armor costs you extra until you have the respective perk Another important part of surviving combat is blocking enemy attacks. If you have at least some experience with blocking, a successful block will significantly reduce the inflicted damage and reduce the chance to be staggered. * This includes your current weapon(s). † Details can be found in The mass effect - how the weight of your equipment changes everything 43 4. Combat 4.1.1. Heavy Armor Perks A heavy armor is a warrior's second skin, transforming him into a mobile stronghold. It provides vital protection against melee weapons and is almost impenetrable for the unskilled archer. The experienced combatant can even transform his armor into a weapon by barreling head-on into his unfortunate foe. However, this type of equipment requires a lot of training until it can be used effectively. Do not even think about wearing it without some basic training. Figure 4.1.: Heavy armor reflects a warrior's talent in wearing heavy armor and fighting in it. JuggerBattle naught (100) Mage (100) Combat Meditation (75) Power of the Combatant (75) Combat Trance (50) Fortitude (50) Combat Casting (25) Relentless Onslaught (20) Conditioning (0) 44 Combat Training (25) 4.1. Defense - Armors Types and Blocking – Conditioning [requires skill 0] Description: You've accustomed yourself to wearing heavy armor, allowing you to not become tired just by wearing it. – Relentless Onslaught [requires skill 20] Description: After extensive training you now can sprint in heavy armor without problems. Your familarity with your armor also allows you to deflect most melee attacks harmlessly while bull rushing. – Combat Casting [requires skill 25] Description: You're able to keep concentrated enough in heavy armor to cast fundamental and advanced spells without severe penalties. – Combat Training [requires skill 25] Description: You require no extra stamina for power attacks when wearing heavy armor and your gauntlets improve your unarmed damage. – Combat Trance [requires skill 50] Description: Your heavy armor distracts you even less, allowing you to cast sophisticated spells with almost no penalty. – Fortitude [requires skill 50] Description: Your training made you stronger. You receive additional stamina and an increased carry weight. – Combat Meditation [requires skill 75] Description: You're accustomed to your heavy armor so much that you can now cast even superior spells with relative ease. – Power of the Combatant [requires skill 75] Description: Once a day, you can now push yourself to continue fighting, allowing you to regenerate stamina very fast. – Battle Mage [requires skill 100] Description: You have mastered spellcasting while wearing heavy armor and now can even cast masterly spells with ease. Bolstered by wearing your full heavy armor, you can concentrate even more and cast all spells easier. – Juggernaught [requires skill 100] Description: You've reached perfection in the skill of wearing heavy armor, decreasing its weight, increasing its protection and your overall maneuverability in it. 45 4. Combat 4.1.2. Evasion Perks Evasion is the art of using mobility and agility for the personal defense. All perks from this perktree can be used as long as you only wear clothes and light armor. The use of any heavy armor restricts your movements too much to benefit from this skill. Figure 4.2.: Evasion is the art to evade enemy blows and allows a character to defend efficiently if he wears only light or even no armor. Meteoric Reflexes (100) Windrunner (75) Combat Reflexes (75) Vexing Flanker (50) Dexterity (50) Agile Spellcasting (50) Finesse (25) Dodge (20) Agility (0) – Agility [requires skill 0] Description: You can move much more swiftly, decreasing all falling damage greatly and increasing your movement speed. – Dodge [requires skill 20] Description: Your trained reflexes allow you to dodge incoming blows when wearing no heavy armor. By suddenly rushing sidewards you now can often escape your hostile attacks. 46 4.1. Defense - Armors Types and Blocking Notes: To use this power ingame, press the sprint button, while moving sidewards. You can also dodge backwards, but this is usually less effective. – Finesse [requires skill 25] Description: You inflict increased damage with all your power attacks, for you're able to hit more precisely. – Agile Spellcasting [requires skill 50] Description: You learned how to avoid the limitations light armors bestow upon somatic spell components. Thus, you can cast spells in them unhindered. – Dexterity [requires skill 50] Description: You are able to balance your weapon better. Thus, you can decrease the effort to execute power attacks. – Vexing Flanker [requires skill 50] Description: You deal more damage with melee weapons while you are running, for you have learned to flank your enemies with ease. – Combat Reflexes [requires skill 75] Description: You've gained the ability to act faster in combat, though doing so will quickly exhaust you. – Windrunner [requires skill 75] Description: Your training increased your endurance and allows you to regenerate Stamina when running and to regenerate it even faster while not wearing any Heavy Armor. – Meteoric Reflexes [requires skill 100] Description: Your reflexes are lightning fast and grant you a chance to decrease the damage of incoming melee attacks while not wearing any Heavy Armor. 4.1.3. Block Perks Blocking is the warrior's primary survival skill; without blocking many incoming blows can prove fatal. An experienced warrior can even turn his trusted shield into a mighty offensive weapon to stagger or knock down his enemies. – Improved Blocking [requires skill 0] Description: You strengthened your shield arm and trained to parry blows a little, thus you can now block somewhat better. 47 4. Combat Figure 4.3.: Blocking reflects a warrior's skill in parrying and deflecting blows and his aptitude with a shield. Unstoppable Charge (100) Disarming Bash (75) Defensive Stance (75) Elemental Protection (50) Overpowering Bashes (50) Strong Grip (15) Experienced Blocking (20) Powerful Bashes (25) Improved Blocking (0) – Strong Grip [requires skill 15] Description: You hold on to your shield like you would hold on to your life. Blocking is even more effective and your equipped shield weighs less. – Experienced Blocking [requires skill 20] Description: Be it with a weapon or a shield - you can block almost any blow with a rock-solid confidence. Also, when being hit while blocking, you feel the adrenaline rushing through your veins, granting you a slight stamina bonus. – Powerful Bashes [requires skill 25] Description: By gathering your strength for a short while, you can perform a much more powerful bash. Bashing an enemy like this with your shield or the pommel of your two-handed weapon will likely put him off balance. 48 4.2. Offense - Weapon Types and Special Attacks – Elemental Protection [requires skill 50] Description: You've learned how to block damaging spells so that you can now increase your resistance against them when blocking with a shield. – Overpowering Bashes [requires skill 50] Description: You put all of your power into your shield bashes, often overpowering your foes. They will be staggered much more now and likely will even trip and fall. – Defensive Stance [requires skill 75] Description: You have honed your defensive movements to perfection. Therefore, blocking incoming attacks will no longer slow you down. – Disarming Bash [requires skill 75] Description: Sometimes, you are able to hit your foes with your bashes so precisely that they drop their weapon because of the pain. – Unstoppable Charge [requires skill 100] Description: When bull rushing with your shield raised, you are a tremendous force to deal with. In addition to likely being knocked down, your unfortunate enemies will also suffer serious wounds from the impact itself. 4.2. Offense - Weapon Types and Special Attacks Different types of weapons now also have more distinguishable properties. While swords remain the fast and agile all-round weapons of choice, axes and blunt weapons now have good reasons to be used too. A sword may slice an unarmored opponent with a few slashes, but you will run into severe trouble if your opponent is a heavily armored juggernaut. This is when a warhammer really comes in handy, especially if you have the perks to use it properly. An axe on the other hand might be especially useful against certain creatures, like Draugr (no veins to open, no organs to crush, so chop off their limbs) or Spriggans (essentially they are living firewood…) Bows are now extremely powerful, a single arrow might easily take out an unarmored foe, but beware, your effective combat range is skill-determined and your bow is of little use against heavily armored combatants. Crossbows on the other hand have a natural armor penetration, but suffer from a longer reloading time than bows need to redraw them. 49 4. Combat 4.2.1. Special attacks Requiem features a number of special attacks you can execute to turn the tide to your favor. Some of these attacks are available for everybody, some can be upgraded with perks and others can be used only when you have a given perk. More information on the mechanics behind the knockdown effects can be found in Knockdown attacks. Bull Rush The enemy stands in your way and won't let you pass? Then just charge and barrel into him with full force, knocking him off his feet! If you sprint* directly into your enemy without executing any attacks. When you hit the enemy, you have a certain chance to knock him down, which mainly depends on your mass ratio.† In any case you will stagger him and deal some damage proportional to your mass, while he will stop your charge. With the perk Relentless Onslaught you will be able to sprint in heavy armor without tiring in an instant. Furthermore, it significantly reduces the damage you take from melee attacks while bull rushing. The perk Unstoppable Charge allows you to block while charging and, especially in heavy armor, the confidence gained by your trusty shield makes you move faster than when doing a normal bull rush. Furthermore, the perk significantly enhances the effectiveness of your bull rush when you charge with your shield raised, dealing way more damage. Mounted Charge Attack As an alternative to a normal bull rush attack you can also charge with your trusted steed into battle. Just sprint straight into your enemy, as you would do for a bull rush and let your horse trample them into the ground. The main advantage in comparison to the bull rush is that your horse's mass is combined with your own to determine the impact force, a successful knockdown is therefore more likely. As for the bull rush, you first need to build up some momentum before you can trample somebody (or something, in principle you can also bull rush or trample creatures) and your charge will end after hitting the first target. * You need to sprint for at least two seconds before the impact to acquire enough momentum. † See the appendix for details about knockdown chances. 50 4.2. Offense - Weapon Types and Special Attacks Shield and Weapon Bashes While you are blocking, you can perform a bash attack to strike your enemy with the hilt of your weapon. A normal bash attack , as any character can perform, is of little use in most cases since the enemy won't be thrown off-balance. If you however manage to time your bash attack such that you intercept a power attack , your enemy will be in serious trouble, his own attack countered and at the same time off-balance. Bashing becomes much more useful with a shield at your disposal and some training. With the perk Powerful Bashes you can perform a stronger bash attack with your shield or the pommel of your two-handed weapon that will often stagger your enemy. Overpowering Bashes increases the impact of your shield bashes even further, possibly to the point where the enemy completely looses his balance and falls down, making your shield as much weapon as life saver. 51 Magic 5. Magic 5. Magic Apart from lots of new spells, Requiem introduces a few other significant changes to the magic system in Skyrim. First of all, your skill will no longer have any significant impact on the casting cost for a spell, however, with the right perks, it can contribute to your spells magnitude and/or duration and enhance them far beyond their normal strength. As an alternative to buying new spells from vendors or finding them on your travels you also can learn new spells by learning magic perks. Another important change is that magicka damage no longer prevents magicka regeneration. The concept of ``dualcasting'' was replaced by ``empowering'', although except for illusion this is currently a purely cosmetic change. The most drastic change so far is the illusion school which features completely new mechanics, which will be carried over to other magic schools in future versions. – Dynamic resistances replace the predetermined outcome (illusion) spells had before with a statistical and skill-based approach. Whenever you cast an offensive (illusion) spell, like Frightening Orb or Hibernation Spray, your skill is weighted against the mental strength of the target and a resistance chance is calculated. The target then can break free in regular intervals, depending on this resistance chance. – Sustained spells are a new type of defensive spells, which have a virtually infinite duration and comparably small casting costs. Instead, these spells drain your magicka continuously until you are out of magicka or decide to release the spell. Releasing a spell is done by recasting it, which does not cost you any magicka and does not cause any noises. In contrast to Vanilla spells, they do not give you a fixed amount of XP when casting them, but instead a continuous stream of XP while they remain active. – Empowered spells are a replacement for the Dualcasting scheme. Instead of multiplying all magnitudes and durations by a given factor, empowered spells have all new effects, making the spell often way more powerful than its common version. In contrast to dualcasted spells, empowered spells also have a tier-dependent cost-factor, ranging from 130% for fundamental spells up to 170% for masterly spells. Once you have at least the fundamental perk of the respective school, your spells will begin to become more powerful and last longer and learning more perks from the school increases the effect further* : – Fundamental : All spells are 1% more effective per skillpoint you have – Advanced : All spells of tier ``advanced'' and higher are 2% more effective per skillpoint you have * The effects are not stacking, but replace the effect of the previous perks 54 5.1. Illusion – Sophisticated : All spells of tier ``sophisticated'' and higher are 3% more effective per skillpoint you have – Superior : All spells of tier ``superior'' and higher are 4% more effective per skillpoint you have – Masterly : All spells of tier ``masterly'' are 5% more effective per skillpoint you have In addition to a detailed description of the schools and their spells* , this manual also has an alphabetic index of all spells. Finally, a short definition about magical terms: – Empowering a spell is done like dualcasting in Vanilla Skyrim (equip the spell in both hands and then cast simultaneously). This consumes more magicka, but gives rise to completely new effects the normal version does not have (Illusion spells) or increases the magnitude/duration of the spell (all other schools) – Augmenting a spell means that your proficiency gives you a passive bonus to the spells duration and/or magnitude. The source for this usually is the above explained spell scaling. 5.1. Illusion The school of illusion offers the ability to control other individuals' minds and their perception of the surroundings. The arsenal of spells ranges from invisibility effects and charming touches up to suicide commands and the shaping of shadows. The school of illusion is divided into two subsections: environmental manipulation and mind control. The latter allows you to control the action of your enemies (and friends). Environmental manipulation on the other hand is focused on concealing your presence. Those who master their environment will eventually become powerful enough to actually shape the shadows into reality rather than constructing mere illusions. In contrast to the original illusion school in Skyrim, the spells are no longer subject to level bounds. All mind affecting spells can be cast on almost any enemy with full effect. The only exceptions† are: – Undead are immune to anything below the ``Sophisticated'' tier. – Daedra and Automatons can only be affected by the ``Superior'' tier spells or higher. – Dragons are immune to all illusion spells. * For now, only illusion spells are included. † These are implemention-based restrictions, the long-term goal is to simply give these creature types a higher natural resistance. 55 5. Magic The level bound is replaced by a dynamic resistance chance which depends on the illusion skill of the caster compared to magicka, illusion skill, level and magic resistance of the target (see section 6.1 for details). This chance is evaluated directly after the spell's impact and every two seconds thereafter. Once the target manages to resist the spell, it will be dispelled. If the target resists the spell directly on impact, it will vanish without any effects. These spells grant no experience when cast, but give you an continuous stream of XP as long as they affect the target. 5.1.1. Illusion Perks Apart from the listed skill requirements all perks which affect a specific group of spells (like Visual Manipulation) have the additional requirement that you must know at least one of the mentioned spells. Figure 5.1.: The School of Illusion involves manipulating the perception of the weak-minded. PhantasDominamagoria (90) tion (90) Shadow Environmental Shaping (70) Manipulation (65) Masterly Illusion (80) Superior Illusion (60) Sophisticated Illusion (40) Visual Manip- Advanced Illusion (20) ulation (35) Acoustic Manipulation (25) Fundamental Illusion (0) 56 Obliterate the Mind (70) Pain and Agony (50) Otherwordly Phantasms (45) Delusive Phantasms (15) 5.1. Illusion – Fundamental Illusion [requires skill 0] Description: You've taught yourself a few fundamental spells and learned how to cast them with decreased effort while your newfound knowledge also allows you to augment the strength and duration of all Illusion spells. – Delusive Phantasms [requires skill 15] Description: You have studied the most common spell formulae that affect basic emotions like fear, calmness and courage. Thus, you can empower related spells and increase their overall effectiveness. – Advanced Illusion [requires skill 20] Description: By further studying Illusion, you've gained knowledge of some advanced spells which you can now cast with less effort. You also learned to augment the strength and duration of Illusion spells further. – Acoustic Manipulation [requires skill 25] Description: After studying spells like Muffle, Arcane Resonance or Dampening Rune you are now familiar with manipulating sounds. Thus, you can empower these spells and require less concentration to maintain them. – Visual Manipulation [requires skill 35] Description: You experimented with spells like Dark Vision, Invisibility or Blur to manipulate your surroundings. After a lot of training you can now empower those spells and concentrating on them requires less effort. – Sophisticated Illusion [requires skill 40] Description: By advancing even further in the school of Illusion, you've gained some sophisticated spells and learned how to cast them more easily. You also can augment the strength and duration of Illusion spells even more. – Otherwordly Phantasms [requires skill 45] Description: You have extended your knowledge of affecting emotions, being able to turn your foes into berserking maniacs or cause them to fall asleep with ease. You also learned how to empower related spells. – Pain and Agony [requires skill 50] Description: Having studied spells like Phantasmal Pain and Waking Nightmare, you can now invoke terrible agony in your foes with ease. In addition, you also learned how to empower related spells. 57 5. Magic – Superior Illusion [requires skill 60] Description: You've mastered the higher arts of Illusion and acquired some superior spells and learned how to cast them more easily. You're also able to augment the strength and duration of Illusion spells to almost otherworldly extends. – Environmental Manipulation [requires skill 65] Description: After a long training with spells like Shadow Stride, Veil of Silence or Invisibility and Muffling Spheres you gained a deep insight into the connections between light and sound. You can now empower these spells and maintain them with less effort. – Obliterate the Mind [requires skill 70] Description: You have studied spells like Fog of Shadows, Phantasmal Killer and Blackout. Thus, you can now empower them and shatter your foes' minds with ease. – Shadow Shaping [requires skill 70] Description: By studying spells like Shadow Shield or Shadow Simulacrum, you gained even deeper insights into the weave of shadows. Thus, you can empower them and cast them with less effort. – Masterly Illusion [requires skill 80] Description: Your knowledge of Illusion has become all-encompassing. You can cast even Master spells, of which you developed one yourself, with less effort and augment the strength and duration of Illusion spells beyond mortal limits. – Domination [requires skill 90] Description: Having studied spells like Phantasmal Miasma and Mind Maelstrom, there is no thinking being that can escape your influence. <Br> Also, these spells can now be empowered and require less effort while casting and maintaining them. – Phantasmagoria [requires skill 90] Description: You have mastered the most powerful forms of Shadow Magic. Therefore, spells like Veil of Shadows, Shadow Sanctuary and Mistress of the Dark can now be empowered and cast with highly decreased efforts. 5.1.2. Illusion Spells Please note that all spells are listed with their base magnitude and duration. Taking the respective perks and advancing your skill in this school will dramatically enhance their power. 58 5.1. Illusion – Charming Touch [Fundamental Illusion, Base Magicka Cost: 150] Description: The touched target considers the caster a good friend and stops all hostilities for up to 40 seconds. If empowered, the strain drains 2 magicka and stamina per second. – Darkvision [Fundamental Illusion, Base Magicka Cost: 50] Description: With a whispered word and a magical gestures, the caster's eyes become able to reveal what lies hidden in the dark. Empowering the spell grants nightvision. Upkeep-Cost: 2 – Frightening Orb [Fundamental Illusion, Base Magicka Cost: 150] Description: The caster evokes an orb of vile, red magical energy. If a target is hit by this orb, it will flee in despair for up to 40 seconds. If empowered, the target is so terrified that it totally neglects its defense and loses 30 armor rating. – Lionheart [Fundamental Illusion, Base Magicka Cost: 150] Description: The caster's touch inspires valor. The target will not flee and gains 25 extra stamina and magicka for up to 40 seconds. If empowered, the target will also regenerate these attributes 50% faster. – Arcane Resonance [Advanced Illusion, Base Magicka Cost: 150] Description: The caster creates a loud noise at the target location, distracting nearby enemies. If empowered, the noise binds the attention of nearby targets to its origin, decreasing their ability to spot distant targets by 20% for 30 seconds. – Blur [Advanced Illusion, Base Magicka Cost: 75] Description: The caster becomes blurred and takes randomly decreased damage from ranged attacks and gains 50 armor rating. Empowering the spell significantly improves the ranged damage reduction. Upkeep-Cost: 5 – Enraging Orb [Advanced Illusion, Base Magicka Cost: 250] Description: The target hit by this orb will attack anything nearby for up to 30 seconds. Empowering the spell causes a tireless rage, increasing damage and stamina regeneration by 25%. – Hibernation Touch [Advanced Illusion, Base Magicka Cost: 250] Description: The touched target will fall into a deep slumber for up to 40 seconds. Empowering causes an uneasy sleep, reducing magicka and stamina regeneration by 30%. Notes: This spell does not allow you to perform a sneak attack against the target. To instantly kill the target, you have to use the empowered Nightmare spell. 59 5. Magic – Invisibility [Advanced Illusion, Base Magicka Cost: 100] Description: The caster becomes invisible until he interacts with the environment. The caster also gains 40 armor rating while he cannot be aimed at precisely. If not empowered, the spell breaks if the caster runs. Upkeep-Cost: 5 Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. – Muffle [Advanced Illusion, Base Magicka Cost: 80] Description: The caster muffles his movement, reducing the generated noise by 30%. If not empowered, the caster can only move at walking speed. Upkeep-Cost: 3 Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. – Rune of Dampening [Advanced Illusion, Base Magicka Cost: 275] Description: Places an arcane rune on the ground which absorbs all sound generated by nearby cast illusion spells. If not empowered, the rune also drains the spell's essence, increasing casting costs by 20% – Enraging Rune [Sophisticated Illusion, Base Magicka Cost: 400] Description: The targets crossing this rune will attack anything nearby for up to 30 seconds. Empowering the spell causes a tireless rage, increasing damage and stamina regeneration by 25%. – Frightening Sphere [Sophisticated Illusion, Base Magicka Cost: 400] Description: The caster unleashes an orb which will explode upon impact. Affected targets will flee in despair for up to 30 seconds. If empowered, the targets are so terrified that they totally neglect their defenses and loose 25 armor rating. – Hibernation Spray [Sophisticated Illusion, Base Magicka Cost: 400] Description: The targets in the cone will fall into a deep slumber for up to 30 seconds. Empowering causes an uneasy sleep, reducing magicka and stamina regeneration by 30%. Notes: This spell does not allow you to perform a sneak attack against the target. To instantly kill the target, you have to use the empowered Nightmare spell. – Nightmare [Sophisticated Illusion, Base Magicka Cost: 300] Description: The touched faces his worst nightmare, dealing 10% less damage for up to 30 seconds. Empowering the spell can kill sleeping targets instantly. – Phantasmal Pain [Sophisticated Illusion, Base Magicka Cost: 300] Description: The touched target believes to have suffered a grievous wound, reducing health by 40 for up to 30 seconds. If empowered, the severe pain also reduces movement speed by 10%. 60 5.1. Illusion – Shadow Shield [Sophisticated Illusion, Base Magicka Cost: 150] Description: The caster shifts his body partially out of this plane, raising his armor rating by 30. Empowering the spell grants immunity to most impact effects and increases his attack speed by 10%. Upkeep-Cost: 5 – Shadow Stride [Sophisticated Illusion, Base Magicka Cost: 100] Description: The caster becomes invisible until he interacts with the environment. The spell also increases armor rating by 40 and reduces movement noises by 40%. Sprinting will break the required concentration for this spell. If the spell is not empowered, running will also break it. Upkeep-Cost: 8 Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. – Blackout [Superior Illusion, Base Magicka Cost: 800] Description: The caster evokes an orb that causes a mental blackout on impact, draining 10 magicka per second and reducing the magicka regeneration by 50% for up to 24 seconds. If empowered, the spell also negates the victim's every thought, causing unconsciousness for up to 4 seconds. – Fog of Shadows [Superior Illusion, Base Magicka Cost: 750] Description: The caster evokes vile shadow magic, weaving pure darkness into a maddening fog that renders those within its bounds more susceptible to illusions for up to 24 seconds. If empowered, it reduces magicka regeneration and skills by 10%. – Invisibility Sphere [Superior Illusion, Base Magicka Cost: 200] Description: The caster creates a 13 foot wide sphere which renders nearby allies and himself invisible until they interact with the environment. All inside the sphere also gain 40 armor rating while they cannot be aimed at precisely. If not empowered, swift movement will break the spell. Upkeep-Cost: 5 Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. – Muffling Sphere [Superior Illusion, Base Magicka Cost: 200] Description: The caster creates a sphere which dampens all sound caused by movement by 40%. The sphere has a radius of 11 feet. If not empowered, the spell breaks if the caster attempts to move swiftly. Upkeep-Cost: 3 Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. 61 5. Magic – Phantasmal Killer [Superior Illusion, Base Magicka Cost: 900] Description: The caster commands a weak-minded humanoid target to kill itself by cutting its arteries, causing it to faint and die soon after because of the severe loss of blood. Empowering the spell will cause a terrible heart attack , likely killing the target outright. – Shadow Simulacrum [Superior Illusion, Base Magicka Cost: 300] Description: The caster calls upon the power of shadow magic, weaving darkness into a semireal illusion of a dremora. Those who realize the deception suffer less grievous wounds from him. Empowering the spell allows the shadow weave to quickly restore itself after being severed. UpkeepCost: 7 – Veil of Silence [Superior Illusion, Base Magicka Cost: 200] Description: The caster enshrouds himself in a veil of silencing shadows that absorbs whatever sound is caused by his illusion spells and 40% of the noises caused by his movement. If not empowered, the caster cannot maintain the spell while moving swiftly. Upkeep-Cost: 6 Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. – Mind Maelstrom [Masterly Illusion, Base Magicka Cost: 1100] Description: The caster unleashes an orb which will release a huge mind maelstrom upon impact. Its victims may be affected randomly by fear or charm effects. If empowered, the victims can also be affected by frenzy or sleep. – Mistress of the Dark [Masterly Illusion, Base Magicka Cost: 500] Description: The caster calls upon the power of shadow magic, weaving darkness into a semireal illusion of a dremora countess. Those who realize the deception suffer less grievous wounds from her. Empowering the spell will make her move like lightning. Upkeep-Cost: 5 – Phantasmal Miasma [Masterly Illusion, Base Magicka Cost: 300] Description: The caster creates a 10 foot wide sphere of doom and suffering, causing illusions of painful injuries. Targets who do not resist the spell have their health reduced by 40 as long they stay within the bounds of the aura. If empowered, the severe pain also reduces movement speed by 10%. Upkeep-Cost: 5 – Shadow Sanctuary [Masterly Illusion, Base Magicka Cost: 500] Description: The caster shifts his body out of this plane, becoming invisible and invulnerable. It also reduces his movement noises by 40% and negates all his damage done. If the spell is not empowered, running or sprinting will break it. Upkeep-Cost: 6 Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. 62 5.1. Illusion – Veil of Shadows [Masterly Illusion, Base Magicka Cost: 400] Description: The caster creates a 11 foot wide sphere which enshrouds nearby allies and himself, making them invisible until they interact with the environment. The sphere also reduces the noise caused by movement by 40% and grants 40 armor rating. If not empowered, the caster cannot maintain the spell while moving swiftly. Upkeep-Cost: 4 Notes: Casting another hiding spell while this spell is active will dispel the old spell immediately. This spell is released by using the lesser power you gain upon casting the spell, not by recasting it. 63 5. Magic 5.2. Alphabetical Index of Spells Arcane Resonance Blackout Blur Charming Touch Darkvision Enraging Orb Enraging Rune Fog of Shadows Frightening Orb Frightening Sphere Hibernation Spray Hibernation Touch Invisibility Invisibility Sphere Lionheart Mind Maelstrom Mistress of the Dark Muffle Muffling Sphere Nightmare Phantasmal Killer Phantasmal Miasma Phantasmal Pain Rune of Dampening Shadow Sanctuary Shadow Shield Shadow Simulacrum Shadow Stride Veil of Shadows Veil of Silence 64 [Advanced Illusion] [Superior Illusion] [Advanced Illusion] [Fundamental Illusion] [Fundamental Illusion] [Advanced Illusion] [Sophisticated Illusion] [Superior Illusion] [Fundamental Illusion] [Sophisticated Illusion] [Sophisticated Illusion] [Advanced Illusion] [Advanced Illusion] [Superior Illusion] [Fundamental Illusion] [Masterly Illusion] [Masterly Illusion] [Advanced Illusion] [Superior Illusion] [Sophisticated Illusion] [Superior Illusion] [Masterly Illusion] [Sophisticated Illusion] [Advanced Illusion] [Masterly Illusion] [Sophisticated Illusion] [Superior Illusion] [Sophisticated Illusion] [Masterly Illusion] [Superior Illusion] Game Mechanics 6. Game Mechanics 6. Game Mechanics This part of the manual contains more in-depth information about the game-mechanics used by Requiem. Reading this section might help you get a deeper understanding of Requiem, but it is not mandatory to play the mod. 6.1. Resistance versus illusion spells Whenever an offensive illusion spell is cast, the game calculates a ``break-free chance'' for the victim. This chance is afterwards compared to the result of a random number generator (imagine it as a dice throw). If the generated number is smaller than the chance, the target immediately resists the spell, otherwise it is affected. If the target is initially affected by the spell, the chance is evaluated* once again every two seconds. If the target again does not break free from the spell, the effect continues until it is finally resisted or its natural duration expires. The calculation of the break-free chance is a comparison between the caster's spellpower, determined by her illusion skill, and the willpower of the target, determined by level, magicka pool, illusion skill and magic resistance; the precise relation is given by: 25 ℒ2𝑇 + 2 ℳ2𝑇 + 20 𝒮𝑇2 Break Free 1 = × 0 .01ℛ𝑇 |ℛ𝑇 | + 1 + 0 .5 ℱ [ (1 + 𝒫𝐶 ) × (𝒮𝐶 + 𝒪)2 ] Chance in % 𝑋𝑇 = a variable from the target ℒ 𝒮 ℱ 𝒫 (6.1) 𝑋𝐶 = a variable from the caster = the character level ℳ = base magicka = illusion skill ℛ = magical resistance = is under Fog of Shadows effect? 𝒪 = spell specific value = number of illusion perks up to casted spell's tier the character has The spellspecific value 𝒪 is 1 for fundamental spells, 5 for advanced spells, 10 for sophisticated spells, 15 for superior spells and 20 for master spells. The resistance value resulting from evaluating Equation 6.1 is then compared to the ``dice'', which is an arbitrary number between 0 and 100. Since this formula might not be very enlightening to people who do not deal with mathematics every day, there is also Figure 6.1, which illustrates the practical effect of the above formula for a few enemies and appropriate spell tiers. * The chance is computed only once, each consequent evaluation only throws the dice again. Therefore, a chance in the actor values contributing to the resistance after the spell was cast will not be taken into account. 66 6.2. The derived attributes system Figure 6.1.: The dependence of the break free chance for chosen enemies against illusion spells to illustrate Equation 6.1. The detailed stats of the shown enemies can be taken from the following table: Bandit Warrior Necromancer Storm Atronach Level 5 36 30 Magicka 5 570 100 Illusion 5 10 5 Magic Resistance 0 0 50 Break-Free Chance in % 100 Bandit warrior fundamental spell (no perks) advanced spell (no perks) fundamental spell (with perks) advanced spell (with perks) 80 60 Necromancer superior spell (no perks) masterly spell (no perks) superior spell (with perks) masterly spell (with perks) Storm Atronach sophisticated spell (no perks) superior spell (no perks) sophisticated spell (with perks) superior spell (with perks) 40 20 0 0 20 40 60 Caster Illusion Skill 80 100 6.2. The derived attributes system Since Skyrim has abandoned all the attributes like strength and intelligence that defined your character in previous Elder Scroll titles, we decided to bring them back in an immersive way. Instead of faking those old attributes, we decided to directly derive the bonuses they granted, like disease resistance, melee damage etc, from the three new attributes health, stamina and magicka. To calculate the bonuses granted, your ``base actor value'' is used, that means the natural value of your health, stamina or magicka, without considering damage taken, fortify effects and similar stuff. All derived attributes have a square-root scaling with their corresponding value, this means you will gain major bonuses in the value range that is accessible to most (dedicated) characters and with increasing values the gained bonuses per attribute point are reduced. In addition to the scaling, a threshold is used which 67 6. Game Mechanics you will have to surpass before benefiting from the derived attribute. In general, the bonuses are derived from the relation shown in Equation 6.2. Figure 6.2 illustrates the resulting bonuses as a function of the weighted attributes and lists the attribute-specific parameters. attribute 𝑎√𝜔ℋ ℋ + 𝜔ℳ ℳ + 𝜔𝒮 𝒮 − 𝑐 = bonus { 0 𝜔ℋ ℋ + 𝜔ℳ ℳ + 𝜔𝒮 𝒮 ≥ 𝑐 (6.2) else all values are specific to the corresponding attribute 𝑎 = scaling prefactor ℋ/ℳ/𝒮 = base health/magicka/stamina 𝑐 = the threshold value 𝜔ℋ/ℳ/𝒮 = weighting factor for health/magicka/stamina Figure 6.2.: The progression curves for your derived attributes, illustrating Equation 6.2. The parameters for each derived stat are shown in the following table. All bonuses are in %, except the ``unarmed damage'' and the carry weight, these are absolute values. attribute magic resistance disease resistance stamina regeneration movement speed one-handed damage bow/dagger/unarmed damage 𝑎 1 4 8 5 4 4 𝑐 150 100 100 125 150 150 𝜔ℋ 0 .0 0 .4 0 .0 0 .2 0 .5 0 .2 𝜔ℳ 1 .0 0 .0 0 .0 0 .0 0 .0 0 .0 𝜔𝒮 0 .0 0 .6 1 .0 0 .8 0 .5 0 .8 attribute magicka regeneration poison resistance unarmed damage carry weight two-handed damage 𝑎 8 4 3 4 4 𝑐 100 140 125 110 150 𝜔ℋ 0 .0 0 .6 1.0 0 .8 0 .8 𝜔ℳ 1 .0 0 .0 0 .0 0 .0 0 .0 𝜔𝒮 0 .0 0 .4 0 .0 0 .2 0 .2 120 100 Magicka derived Magicka regeneration rate Magic resistance Health+Stamina derived Disease resistance Poison resistance Stamina regeneration rate Unarmed Damage Movement Speed Carry Weight Weapon Damage Bonus 80 60 40 20 0 80 68 100 120 140 160 180 200 220 240 260 280 300 (Weighted and Summed) Base Actor value(s) 6.3. The mass effect - how the weight of your equipment changes everything You can check your current bonuses by visiting the page ``Derived Attributes'' from the ``Requiem - Skills Menu'' in the mod configuration menu. 6.3. The mass effect - how the weight of your equipment changes everything The weight of your currently equipped gear has a significant impact on many things you do. It affects your mobility, your spellcasting and your combat effectiveness. Your character now has a dynamic ``mass'' ℳ which is defined by equipped equipped 1 ℳ=1+ ∑ 𝑤armor + ∑ 𝑤weapon ] 100 [ armor weapons (6.3) where 𝑤 denotes the base weight (i.e without the 20% weight reduction for currently equipped armor pieces) of the armor or weapon and the sums go over all pieces of equipment you have currently equipped, with the exception of arrows and bolts. This mass factor is then used to determine several other statistics: – stamina costs for normal attacks are scaled linearly with your mass – without heavy armor training, power attack stamina costs are also scaled linearly by the mass – falling damage you receive now scales linearly with the mass – your movement noises generated while sneaking are also linearly amplified by your mass – finally it also affects your movement speed and your spellcasting costs (see formulas in Table 6.1) movement speed = (ℳ − 1) ⋅ 50 reduction in % ℬ ⋅ ℳ𝛼 𝑚 ≥ 1 spellcasting cost = 𝑒𝑙𝑠𝑒 { 1 𝛼 = see table on the right ℬ = base cost for spell (6.4) (6.5 ) casting circumstances 𝛼 value in 6.5 only clothes worn 1.0 light armor without perk 2.0 light armor with perk 1.0 heavy armor without perk 5.0 heavy armor with perk 2.0 Table 6.1.: Spellcasting and movement penalties caused by the weight of your equipment. The impact of wearing armor, especially heavy ones, is illustrated in Figure 6.3 for the casting of spells. The light (or heavy) armor curves apply as soon as you wear at least one part of light (or heavy) armor. It 69 6. Game Mechanics Casting Cost Factor 20 15 Worn Armor Type Clothes only or Light Armour with perk Clothes+Light Armour or Heavy Armour with perk Heavy armour 10 5 0 0 100 50 Weight of your worn armor and weapons 150 Figure 6.3.: The impact of your worn armor and weaponry on spellcasting. does not matter if it is a full plate armor or just a pair of gloves, but the weight difference will actually make them behave differently. The perk Battle Mage, which is required to cast masterly spells in heavy armor with reduced penalties, also grants a general reduction on all casting costs in heavy armor. 6.4. Thu'um mastery In Requiem, you will actually have to learn the usage of the Thu'um to use it efficiently. At the beginning of the game, shouting will be a very exhausting task , requiring long pauses between consecutive shouts (50% longer cooldowns than in Vanilla). In time you will gain more and more understanding of the Thu'um by learning new words of the draconic language and honing your rhetoric skills by using the Thu'um. The passive bonuses granted are similar to those granted by the derived attributes system discussed in the preceding section: The bonuses for shout recovery time have a square root scaling and a threshold which you must bypass before benefiting from the bonuses. The detailed scaling rules are: shout cooldown 2 = [𝜔known + 𝜔mastered + 𝜏usage ] 3 reduction in % 70 (6.6 ) 6.5. Stamina costs for normal attacks 𝜔known = 2 √𝒲known − 5 { 0 𝒲known ≥ 5 else 𝒲known = number of thu'um words you know 𝜔mastered = 5 √𝒲mastered 𝒲mastered = number of thu'um words you have mastered 𝜏usage = 0 .5 √𝒩shouts − 50 { 0 𝒯shouts ≥ 50 else 𝒩shouts = how often you have alreaedy used your thu'um The cooldown reduction described above is relative to the new cooldown times, not the vanilla ones. 6.5. Stamina costs for normal attacks In contrast to Vanilla Skyrim, stamina is now an important attribute that determines the rise and fall of any warrior. Running, sprinting, jumping, blocking and attacking, all these actions now cost stamina. And without stamina you are exhausted and become a simple target for most enemies since you can no longer block effectively and your attacks are also less dangerous. But the same also applies to your foes… The stamina costs for attacks apply a constant drain that is active until the character finishes the weapon swing or fires the arrow after drawing his bow. The precise formula for the drain is given in Equation 6.7. stamina drain 2𝒟 𝒮 𝒫 3𝒞 = ( 4 .0 − ⋅ (1 − ⋅ℳ ) 100 4 ) per second (6.7 ) ℳ = current mass of the character 𝒮 = character's skill with the used weapon 𝒞 = used weapon is a crossbow? 𝒫 = character has base perk for weapon? 𝒟 = character is not dual-wielding or has the Flurry perk? As it can be seen from the above formula, your prowess with the used weapon has a major impact on how tiring the swings of your weapon are, as a grandmaster of your weapon the stamina drain is halved. Furthermore, it can also be seen that special conditions apply for dual-wielding and the use of crossbows. If you dual-wield, you need to have the ``Flurry'' perk to get the bonus from your one-handed skill applied and if you use a crossbow the final stamina cost is reduced by 75% since the crossbow only requires you to aim.* * Changes to the reloading mechanism are unfortunately not possible. 71 6. Game Mechanics 6.6. Knockdown attacks The chance to knock down an opponent, or being knocked down yourself primarily depends on your mass (see The mass effect - how the weight of your equipment changes everything). If an actor tries to knock down another one, either with his natural attacks (bears and sabrecats for example can knock you down with their power attacks) or with special attacks like Bull Rushing or Overpowering Shield Bashes, the chance for success is given by: ℳ𝐴 Knockdown = 25 ⋅ (1 + 𝒮 ) ⋅ ℳ𝑇 + 0 . 5 𝒜 chance in % (6.8) 𝒮 = attacker is sprinting? ℳ𝐴 = mass of the attacker ℳ𝑇 = mass of the defender 𝒜 = defender has Acrobatics perk active? Note that charging into your enemy is more effective than shield bashing (double the chance), however, it comes at a greater risk: If you fail, you must pass a knockdown check yourself…If you charge on a horse, to perform a trample attack , the mass of the horse will be added to yours for the knockdown calculation. The acrobatics perk counts as active, if you wear no heavy armor. Table 6.2 lists the masses of some creatures that commonly perform knock down attacks as a practical example. animal mass bears 3.5-3.75 sabre cats 3.5 mammoth 20.0 creature mass frostbite spiders 2.0 werewolves 2.0 trolls 3.5 Table 6.2.: Masses of creatures that can perform knockdown attacks. 72 Part III Hall of Heroes 73 A. Credits The Requiem Development Team consists of: – Xarrian - Project Founder and Developer (23 Jun 2012 - 15 May 2013) – Ogerboss - Developer (Jan 2013 - present) – alexels - betatester (October 2013 - present) – heckur - betatester (October 2013 - present) We want to use this chance to thank all those who helped (and still help) us creating this Mod: – All those who participated in testing and improving this mod: You guys don't know how much your suggestions and testing helps us improving this mod! Without you, this would not be possible! – azirok for supplying our community with unofficial patches for other popular mods – heckur and alexels for their intensive testing of the 1.7.2 version and proofreading the manual – Insane0hflex and Brodual (Youtube.com) for spotlighting the mod in their videos – Ka3m0n for adding Requiem to the G.E.M.S. list (http://skyrimgems.com/) – the Nexus Team and DarkOne for providing such a nice platform to share and discuss mods so freely – the guys who host and maintain the Unofficial Elder Scrolls Wiki (http://www.uesp.net/), it really helps a lot – Bethesda for making such a great, moddable game – Chuck Norris for not roundhouse-kicking us! Special thanks from Xarrian: – My wonderful girlfriend for accepting my rather time-consuming hobby! Veronika, I love you!!! – My dear mother for everything - especially her opinion on the spells! – My dear friends who helped me a lot by testing, reporting bugs and wise counselling! David, Florian: You're awesome! Special thanks from Ogerboss: – the SK SE team for making this incredible powerful modding tool, without it, I would go insane on a regular basis – the SkyUI team for their easy-to-use MCM API, it really saves a lot of work – the SkyProc team for making such a powerful tool (although I did not use it in the intended way) We also would like to express our gratitude to those users, who rewarded our efforts with a generous donation: – florence666 [07.08.2012] – FleischHals [06.10.2012] – chaosegg [24.10.2012] – shemalerevenge [13.12.2012] – Abraxas77 [26.12.2012] – yakyakyak [26.12.2012] – Terwero [11.03.2013] – Kazekage1 [11.04.2013] All other detonators* donators we unfortunately could not link to any accounts; if you want to be listed here, just send us a message! Finally but not least, we want to thank all those noble souls from the Skyrim Nexus who allowed us to use their creations in our mod. Visit their linked profiles and check out their other awesome work! – 3rd Person Dual Wield Animation FixM14 by odin_mlP2 – Aetherium Armor and Weapons CompilationM15 by lautasantenniP3 – Book Covers Skyrim (Requiem Patch)M16 by DanielCoffeyP4 – Brawl Bugs Patch - Plugins - Modder ResourceM17 by jonwd7P5 – Dragon Knight ArmorM8 by hothtrooper44P6 – Golden Elven Armour and WeaponsM18 by starz82P7 – Horse Armors for SkyrimM19 by mystikhybridP8 – Immersive ArmorsM20 by hothtrooper44P6 – Insanitys DragonbaneM21 by InsanitySorrowP9 – Insanitys Red Eagles BaneM22 by InsanitySorrowP9 – Less Ruined BooksM23 by IchibuP10 – Lockpicking interface retexM24 by quazaqueP11 – Lockpick Inventory RemodelM25 by born2bkilledP12 – Lore Friendly Armor PackM26 by rahman530P13 – No bethesda IntroM27 by agonbarP14 – Robed Steel Plate ArmorM28 by Madcat221P15 – Skyhighrim - Craftable Drugs - AlcoholM29 by IchibuP10 – Smaller Ice Spike and Ice SpearM30 by imeltfacesP16 – Smaller Kingthings Petrock fontsM13 by EckhartP17 – SPOA Silver Knight ArmorM31 by dopalaczP18 * My spell-checker forced me to do this! 76 – True YieldM32 by sushisquidP19 – Weapons of the Third EraM33 by 747823P20 77 B. Compatibility with other mods There are lots of awesome mods out there which may or may not be directly compatible with Requiem. This chapter contains a compatibility list gathered by the Requiem community and shows you which mods are either fully compatible, require a patch or other special care and which ones are simply incompatible. However, the user azirokP21 made an impressive list of compability patches for popular mods and DLCs. Currently, the following patches are available: – Requiem - DragonbornM34 – Requiem - HearthfiresM35 – Requiem - FalskaarM36 – Requiem - WyrmstoothM37 – Requiem - Immersive ArmorsM38 – Requiem - Immersive CreaturesM39 – Requiem - Immersive PatrolsM40 – Requiem - Immersive WeaponsM41 – Requiem - Skytest Realistic Animals and PredatorsM42 Apart from these compability patches, he also published Requiem - Hard TimesM43 . This is a ``hardcore'' version of Requiem with some extra features. The mod Alternate Start - Live Another LifeM7 is completely compatible with Requiem, but must be loaded last. 78 C. Referenced Mods and Tools [M1] Requiem - The Roleplaying Overhaul by Xarrian and Ogerboss Weblink: http://skyrim.nexusmods.com/mods/19281, referenced on page(s): 4, 82 [M2] Skyrim Script Extender (SKSE) by SKSE Team Weblink: http://skse.silverlock.org/, referenced on page(s): 4 [M3] SkyUI by SkyUI Team Weblink: http://skyrim.nexusmods.com/mods/3863, referenced on page(s): 4, 24 [M4] SkyUI-Away by SkyUI Team Weblink: http://skyrim.nexusmods.com/mods/29440, referenced on page(s): 5, 24 [M5] Mod Organizer by Tannin Weblink: http://skyrim.nexusmods.com/mods/1334, referenced on page(s): 5, 24 [M6] Nexus Mod Manager by Nexus Mods Team Weblink: http://skyrim.nexusmods.com/mods/modmanager, referenced on page(s): 5 [M7] Alternate Start - Live Another Life by Arthmoor Weblink: http://skyrim.nexusmods.com/mods/9557, referenced on page(s): 5, 36, 78 [M8] Dragon Knight Armor by hothtrooper44 Weblink: http://skyrim.nexusmods.com/mods/28287, referenced on page(s): 5, 76, 82 [M9] Skyrim Scaling Stopper by David Brasher Weblink: http://skyrim.nexusmods.com/mods/9857, referenced on page(s): 15 [M10] Skyrim Unleashed by Laast Weblink: http://skyrim.nexusmods.com/mods/25869, referenced on page(s): 15 [M11] Unofficial Skyrim Patch by Unofficial Patch Project Team Weblink: http://skyrim.nexusmods.com/mods/19, referenced on page(s): 22 [M12] Even Better Quest Objectives by whickus and AND Weblink: http://skyrim.nexusmods.com/mods/32695, referenced on page(s): 24 [M13] Smaller Kingthings Petrock fonts by Eckhart Weblink: http://skyrim.nexusmods.com/mods/20773, referenced on page(s): 25, 76, 83 79 [M14] 3rd Person Dual Wield Animation Fix by odin_ml Weblink: http://skyrim.nexusmods.com/mods/248, referenced on page(s): 76, 82 [M15] Aetherium Armor and Weapons Compilation by lautasantenni Weblink: http://skyrim.nexusmods.com/mods/23530, referenced on page(s): 76, 82 [M16] Book Covers Skyrim (Requiem Patch) by DanielCoffey Weblink: http://skyrim.nexusmods.com/mods/35399, referenced on page(s): 76, 82 [M17] Brawl Bugs Patch - Plugins - Modder Resource by jonwd7 Weblink: http://skyrim.nexusmods.com/mods/24020, referenced on page(s): 76, 82 [M18] Golden Elven Armour and Weapons by starz82 Weblink: http://skyrim.nexusmods.com/mods/31638, referenced on page(s): 76, 82 [M19] Horse Armors for Skyrim by mystikhybrid Weblink: http://skyrim.nexusmods.com/mods/13348, referenced on page(s): 76, 82 [M20] Immersive Armors by hothtrooper44 Weblink: http://skyrim.nexusmods.com/mods/19733, referenced on page(s): 76, 82 [M21] Insanitys Dragonbane by InsanitySorrow Weblink: http://skyrim.nexusmods.com/mods/19180, referenced on page(s): 76, 82 [M22] Insanitys Red Eagles Bane by InsanitySorrow Weblink: http://skyrim.nexusmods.com/mods/32930, referenced on page(s): 76, 82 [M23] Less Ruined Books by Ichibu Weblink: no%20longer%20available%20on%20Skyrim%20nexus, referenced on page(s): 76, 82 [M24] Lockpicking interface retex by quazaque Weblink: http://skyrim.nexusmods.com/mods/2845, referenced on page(s): 76, 82 [M25] Lockpick Inventory Remodel by born2bkilled Weblink: http://skyrim.nexusmods.com/mods/13901, referenced on page(s): 76, 82 [M26] Lore Friendly Armor Pack by rahman530 Weblink: http://skyrim.nexusmods.com/mods/6684, referenced on page(s): 76, 82 [M27] No bethesda Intro by agonbar Weblink: http://skyrim.nexusmods.com/mods/20020, referenced on page(s): 76, 83 [M28] Robed Steel Plate Armor by Madcat221 Weblink: http://skyrim.nexusmods.com/mods/10506, referenced on page(s): 76, 83 80 [M29] Skyhighrim - Craftable Drugs - Alcohol by Ichibu Weblink: http://skyrim.nexusmods.com/mods/22287, referenced on page(s): 76, 82 [M30] Smaller Ice Spike and Ice Spear by imeltfaces Weblink: http://skyrim.nexusmods.com/mods/31899, referenced on page(s): 76, 83 [M31] SPOA Silver Knight Armor by dopalacz Weblink: http://skyrim.nexusmods.com/mods/32275, referenced on page(s): 76, 83 [M32] True Yield by sushisquid Weblink: http://skyrim.nexusmods.com/mods/7252, referenced on page(s): 77, 83 [M33] Weapons of the Third Era by 747823 Weblink: http://skyrim.nexusmods.com/mods/3871, referenced on page(s): 77, 83 [M34] Requiem - Dragonborn by azirok Weblink: http://skyrim.nexusmods.com/mods/38197, referenced on page(s): 35, 78, 83 [M35] Requiem - Hearthfires by azirok Weblink: http://skyrim.nexusmods.com/mods/43353, referenced on page(s): 78 [M36] Requiem - Falskaar by azirok Weblink: http://skyrim.nexusmods.com/mods/38563, referenced on page(s): 78 [M37] Requiem - Wyrmstooth by azirok Weblink: http://skyrim.nexusmods.com/mods/43845, referenced on page(s): 78 [M38] Requiem - Immersive Armors by azirok Weblink: http://skyrim.nexusmods.com/mods/42538, referenced on page(s): 78 [M39] Requiem - Immersive Creatures by azirok Weblink: http://skyrim.nexusmods.com/mods/36096, referenced on page(s): 78 [M40] Requiem - Immersive Patrols by azirok Weblink: http://skyrim.nexusmods.com/mods/43589, referenced on page(s): 78 [M41] Requiem - Immersive Weapons by azirok Weblink: http://skyrim.nexusmods.com/mods/42540, referenced on page(s): 78 [M42] Requiem - Skytest Realistic Animals and Predators by azirok Weblink: http://skyrim.nexusmods.com/mods/42536, referenced on page(s): 78 [M43] Requiem - Hard Times by azirok Weblink: http://skyrim.nexusmods.com/mods/43849, referenced on page(s): 78 81 D. Nexus Profiles from referenced Modders [P1] Xarrian contributed to Requiem: M1 Weblink: http://skyrim.nexusmods.com/users/1303819, referenced on page(s): 4 [P2] odin_ml contributed to Requiem: M14 Weblink: http://skyrim.nexusmods.com/users/50001, referenced on page(s): 76 [P3] lautasantenni contributed to Requiem: M15 Weblink: http://skyrim.nexusmods.com/users/983976, referenced on page(s): 76 [P4] DanielCoffey contributed to Requiem: M16 Weblink: http://skyrim.nexusmods.com/users/3204267, referenced on page(s): 76 [P5] jonwd7 contributed to Requiem: M17 Weblink: http://skyrim.nexusmods.com/users/2492841, referenced on page(s): 76 [P6] hothtrooper44 contributed to Requiem: M8, M20 Weblink: http://skyrim.nexusmods.com/users/3656551, referenced on page(s): 76 [P7] starz82 contributed to Requiem: M18 Weblink: http://skyrim.nexusmods.com/users/601350, referenced on page(s): 76 [P8] mystikhybrid contributed to Requiem: M19 Weblink: http://skyrim.nexusmods.com/users/294935, referenced on page(s): 76 [P9] InsanitySorrow contributed to Requiem: M21, M22 Weblink: http://skyrim.nexusmods.com/users/258945, referenced on page(s): 76 [P10] Ichibu contributed to Requiem: M23, M29 Weblink: http://skyrim.nexusmods.com/users/2063119, referenced on page(s): 76 [P11] quazaque contributed to Requiem: M24 Weblink: http://skyrim.nexusmods.com/users/2401225, referenced on page(s): 76 [P12] born2bkilled contributed to Requiem: M25 Weblink: http://skyrim.nexusmods.com/users/255383, referenced on page(s): 76 [P13] rahman530 contributed to Requiem: M26 Weblink: http://skyrim.nexusmods.com/users/3052977, referenced on page(s): 76 82 [P14] agonbar contributed to Requiem: M27 Weblink: http://skyrim.nexusmods.com/users/1898333, referenced on page(s): 76 [P15] Madcat221 contributed to Requiem: M28 Weblink: http://skyrim.nexusmods.com/users/115378, referenced on page(s): 76 [P16] imeltfaces contributed to Requiem: M30 Weblink: http://skyrim.nexusmods.com/users/1073116, referenced on page(s): 76 [P17] Eckhart contributed to Requiem: M13 Weblink: http://skyrim.nexusmods.com/users/2412528, referenced on page(s): 76 [P18] dopalacz contributed to Requiem: M31 Weblink: http://skyrim.nexusmods.com/users/3478029, referenced on page(s): 76 [P19] sushisquid contributed to Requiem: M32 Weblink: http://skyrim.nexusmods.com/users/851501, referenced on page(s): 77 [P20] 747823 contributed to Requiem: M33 Weblink: http://skyrim.nexusmods.com/users/3186836, referenced on page(s): 77 [P21] azirok contributed to Requiem: M34 Weblink: http://skyrim.nexusmods.com/users/4464223, referenced on page(s): 35, 78 83